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Afar ~ 1,000 Players

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PvP Wins, Bestiary, and new character sheets

The new character sheets are complete. They now show your top five PvP wins, and five entries from your bestiary. Character sheets also now have a handy link to view your full list of PvP wins, sorted in order of level difference at defeat (from best win to least best), as well as a link to your bestiary which shows which enemies in the game you have defeated in order of their IDs in the database.

Other people can also see these things - which is what they are for! They work as a sort of trophy list for showing off your wins to other players.

Note: enemies don't have avatars yet.

characterpages.png


pvpwins.png



------


The item database is a gadget which tells you information about the items available in the game.

You can access it via http://afar.ws/v/page.php?p=inventory&itemlist until a suitable place is found for it.

The item database is the way to find out how rare an item is and how many people own it. It will tell you whether you already own each item and will tell you what you can do with it.
 

Injury

Awesome Bro

Any plans for Afar's birthday on the 25th?

Also, do you have any preventative measures in place to check if a player is supposed to be at that URL? I noticed that anyone can "surf" through the exchange and look at items, potentially buying them if they had the gold.

IE:
buying
http://afar.ws/v/page.php?p=shopresult&boughtitem=xx
or selling
http://afar.ws/v/page.php?p=shopresult&boughtitem=xx&s

You don't actually get the money, but I figure you'd want to patch that up so a player wouldn't be able to access that URL without the proper authorization.

Also, instead of having << back buttons that use js to push the browser back a page once you sell/buy, you should have 3 second redirects forward back to the appropriate page.

soo...

Sell quartz

quartz sold
<<back

could be

quartz sold
inventory(or whatever)>>(wait <3s)

I love the game so far! I've been trying out different things making sure there aren't any holes in the game.

Why is my sig not reflecting my actual character? Isn't my userID 394?
 
Any plans for Afar's birthday on the 25th?

I really don't know! I want to do something for sure. Perhaps a Hallowe'en event; but I'm strapped for any meaningful ideas.

Also, do you have any preventative measures in place to check if a player is supposed to be at that URL? I noticed that anyone can "surf" through the exchange and look at items, potentially buying them if they had the gold.

I am working on preventative measures for some things.

Currently you can't just hop to a town you haven't unlocked yet by URL hacking. It's one step.


The shop result screen, like the battle result screen, is just that. No real processing is done, all it does is displays a graphic for the item xx and then the &s or &o tells it the description word to use (obtained, sold, bought).

All battle processing is done server-side, no variables are editable by the player besides those printed on the player's side.

One exclusion and that's buying items, you can actually put a number in and buy most items. Items have a "buyable" flag and a "sellable" flag.

BUYABLE: can be bought from a store. These are URL hackable currently.
SELLABLE: can be bought and sold to the tat exchange. These are not URL hackable, as the store, and your inventory, have limited supplies.
NEITHER: cannot be obtained through either method.

I am working on measures to add store location variables, i.e. you can only buy x if you're in y store, but that will come later.

Also, instead of having << back buttons that use js to push the browser back a page once you sell/buy, you should have 3 second redirects forward back to the appropriate page.

That would be useful. Unfortunately it would be difficult - the best I can do is redirect people to lastloc (lastloc stores the name of any "area-x" page the player visits, and can be accessed by http://afar.ws/v/page.php?p=lastloc).

I love the game so far! I've been trying out different things making sure there aren't any holes in the game.

Not a problem and very useful, thanks!

Why is my sig not reflecting my actual character? Isn't my userID 394?

To save on server resources, sigs aren't generated live.

The algorithm is:

- User views the home page
- If it has been four hours since the last update and stats have changed, the user's sig is redrawn

So, as long as it's been four hours, your sig will be remade when you view the home page (the page with your stats and the twitter news feed)..
 

Injury

Awesome Bro

Ok, thanks for the reply!

I was just thinking maybe it could be a simple event where you have pumpkin items in the areas east of Tiben. You collect the pumpkins and sell them for xGP a piece, or maybe enough of them to trade for one cool item/costume...

Costume ideas:

pumpkin head helm
Skeleton Suit
zombie pants
dracula's amulet
boogey boots
steve job's iPad of death

I dunno about a weapon for Halloween, but some ideas!

Also I was wondering about stats increasing. I know you can choose a class, but why haven't my stats increased? Maybe you've mentioned it somewhere what your plan is.

If you need story/quest writers, let me know. Making NPCs in areas isn't to hard is it?
 

Ares

Member

Injury":yljuzj3f said:
steve job's iPad of death
Well, maybe a steve jobs reference isn't a bad idea :p
Why not include a Steve who lets you do things and pays you for it? (Call it "Steve's Jobs")
i.e. "Fetch me 2 fish and 24 stacks of wood" for which he pays a small amount of money, to help set off newcomers financially (and stimulate training the lumberjack skill)
(Just brainstorming here)

But I don't know about the skeleton suit and pumpkin head; it seems a bit like a runescape rip-off.
 

Injury

Awesome Bro

fair enough, but it was more a point of variation and just doing something interesting. I like this idea of an NPC that hands out random quests. I play Aardwolf, text based mmorpg pretty epic. There is an NPC called the Quest Master who hands out random quests to kill a certain mob, or monster. You can also request a campaign which is a lot of targets over time.

Just throwing it out there, a random quest npc would make things more interesting.

Once again, let me know if you want any writing/quest ideas done! I'm so bored of working out and working...
 
I was just thinking maybe it could be a simple event where you have pumpkin items in the areas east of Tiben. You collect the pumpkins and sell them for xGP a piece, or maybe enough of them to trade for one cool item/costume...

Dude this is a fantastic idea and definately something I could implement. Essentially it's just the same system that generates treasure chests in the game. I'll definately get on it when I have some time.

Also I was wondering about stats increasing. I know you can choose a class, but why haven't my stats increased? Maybe you've mentioned it somewhere what your plan is.

Damn -- I thought I removed classes from the settings page. I will reintroduce them when I get around to it. They currently don't "do" anything, and they need some crazy rebalancing.

When I rework the combat level formula I'll re-add the concept of classes. Sorry about that.

If you need story/quest writers, let me know. Making NPCs in areas isn't to hard is it?

Well... quite complicated, but easy enough to turn a script into an NPC. I add them into the database through PHPMyAdmin because I never got around to making a proper interface.

Basically the concept of "NPCs" doesn't actually exist - only "phrases".

Example of a phrase:

Conversation: 12 shows in convo 12
Position: 1 position relative to other phrases
Name: "Julie" name, can be PLAYER or NONE
Avatar: 42 avatar, can be PLAYER or NONE
Content: "Hello, my name is Julie." html
Show box: yes show a box around the phrase
Switch on: 14 show when this switch is on
Switch off: 12 show when this switch is off
Item owned: 12 show when this item is owned

Then all we do is add a hyperlink to .......npc=12

It will look in the database and see which phrases attached to this conversation the player can actually view (i.e. switches, items, conditions) and then displays them based on their "order".

Anyway, basically, this is all very easy for me to do because I know the system, but ideally if somebody else was working on the game I would create some form of interface (I should do this anyway to be honest).

Switches can be turned on by viewing an area or viewing a conversation.


Although I notice the NPC system has broken at some point, it must have been when we switched servers... I'll have to try and find what I did to fix it the first time.


In terms of quests first I'd like to add all of the quests from Chronicles of Afar / Vengeance, and the campaign storylines from Vengeance, which were actually completed but the game was a tad broken...

I like this idea of an NPC that hands out random quests.

I thought about something along the lines of Final Fantasy XII "bounty" (NPC asks you to kill x monster), or RuneScape "Slayer" (NPC asks you to kill x number of y monster). It's something I'd like to implement but somebody somewhere will call it a ripoff :p



The most important quest I think would be one to learn the ropes and get into the game. Not sure what it should teach, how it should work, or where it should go, though.



Master Planned List (from the in-game forums)

This is a list of planned updates. I.e., it's things which we want to or need to make for the game. They don't have any date for which we aim to add them, but they are what is eventually going to come in the future.

If you'd like to suggest an order for them - which ones you really want, which are less important to you, etc - that would be great!

Interface and Programming

- PvP arena system with high scores and decent player selection screen
- Better security with urls i.e. only certain shops can sell certain goods
- Making every map in the game interactive (with some new map objects)
- Replacing all drawn town screens with the new versions
- Trading between players
- In-game chat interface (done, but not sure where/how to implement!)
- Fixing minor bugs about the place

Game Content: Storyline

- New small quests, of which a few are planned
- Vengeance: implementing the storyline of the original Vengeance game as a campaign (a long series of quests)
- Inquisition: implementing the storyline ofthe Inquisition campaign of the original Vengeance as a campaign in Afar
- Implementing the various quests that were created for both Chronicles of Afar and Vengeance

Additional Things

- Game merchandise
- Game "collector's edition" (when we get more active)

Additionally I would like to produce a "making of" section explaining the work that goes into even the most simple systems in Afar.


____________________
In other news, I've created a new account for myself. My main account that I use for news posts will now be a test account, for anything that might imbalance my character. My other character will be the one I use in my sig and play the game with; it's stats will be only what I've got from actually playing to be fair and such.

Edit: damn, already on the leaderboards... !
 
You might remember a few months ago Lumberjack was introduced as a counter of how many trees you'd mercilessly slaughtered. Today's update will actually give a reason for doing this, and that is the concept of Merchant Skills.

I won't lie, similar systems are present in countless other games and it's nothing new. I like to think we're doing it a bit differently but of course the experience will be similar between other games especially while the system is in it's basic beginnings.

Currently we have combat skills, i.e. Agility, Sight, Perception, Melee, Constitution. These are raised by gaining exp, and once you reach a certain amount of exp your level in that skill goes up.

Merchant skills are similar - you get exp from doing certain actions (mostly by combining items using the item combination system -- see inventory -> combine items). Once you reach a certain amount of exp, your "level" in this skill goes up. Because these skills are designed to earn you money in the long run, they are known as "Merchant Skills" rather than "Combat Skills".

Here's the basics for now.

LUMBERJACK - tree fellers wanted (what a shame there's only two of us!)
Cut down trees to get logs. Use these logs with a knife to make things. Doing each of these things gives you a variety of Lumberjack exp.

Items currently involved: wood, knife, bow making materials

METALWORK - heavy metal galore
Obtain mineral rocks and use a hammer with them to obtain refined and worked metals. Later you will be able to use these metals to make various items.

Items currently involved: rocks, worked metals


Details

- Levels have not yet been implemented, only exp. Once levels are added more powerful items will be able to be formed which will require a higher level of experience.
- EXP can be gained by cutting trees, but far more is earned by making items with the objects you find.
- Metalwork exp can currently only be gained by working with items.
- Both lumberjack and metalwork exp is gained by making an ornate bow.
 

Injury

Awesome Bro

Write up Vengence's old story line, or send me a copy of what you have. I'm a very articulate writer and I have the grammatical skills required to deliver a compelling story paired with the quests you've planned.

It's up to you! If you are going to make an interface, I'd hope it would have some of these capabilities:

-Ability to link an NPC to an area
IE:
Name:(textfield)Bob
MapID:(dropdown menu of all map's area names)
ShowBox?(checkbox)
RequireItem?(checkbox):If yes then show dropdown list with all items listed
SwitchOn(dropdown menu)
SwitchOff(dropdown menu)
Content(textfield)
Submit Clear Cancel (buttons)

Do you have an HTML code to turn on and off switches after talking too NPCs, or does the switch turn On when you talk too an NPC right away?

I have ideas for the "noob island" quests too. I don't want to offer it if you don't desire assistance in this matter.

I already feel presumptuous about listing this stuff...Just want to help! :)

EDIT:

I also have some errors.

Here is one visually:
error1.png
It just doesn't show the damage in the right place. 1024x600 resolution (a freakin netbook)

also...I was fighting in the dark forest with an Impth and then when I defeated it, I was sent to the fire caverns area 1-2 I think. Weird!

edits
edit2:

I was talking to a vamp dood there in the vampie clan encampment and when you side with vampires, it goes nowhere. when you side with humans it goes to npc25, something about a bear in the sewers. Weird!

edit3:

very weird. I hit the fight monster link in darkforest-west and it went to the fire caverns1-5

edit4:
I fought an impth again in the myre. maybe its the monster itself or something in a cache somewhere but I was sent to the fire caverns again.
 
Injury":21iq08tm said:
Write up Vengence's old story line, or send me a copy of what you have. I'm a very articulate writer and I have the grammatical skills required to deliver a compelling story paired with the quests you've planned.

It's up to you! If you are going to make an interface, I'd hope it would have some of these capabilities:

-Ability to link an NPC to an area
IE:
Name:(textfield)Bob
MapID:(dropdown menu of all map's area names)
ShowBox?(checkbox)
RequireItem?(checkbox):If yes then show dropdown list with all items listed
SwitchOn(dropdown menu)
SwitchOff(dropdown menu)
Content(textfield)
Submit Clear Cancel (buttons)

Do you have an HTML code to turn on and off switches after talking too NPCs, or does the switch turn On when you talk too an NPC right away?

Switches are done in PHP; conversations in Javascript (animated). Because of this it's only possible to change switches at the beginning of the file (well, under my system anyway). The way I got around this was to just link to a new conversation (see: Straupuft Marsh, after saying you'll help the woman).

I think that I am going to have to work on a strong API for developers. Adding items, conversations, areas, etc is a pain, and there's a lot that could go wrong.

I've never really thought of this as a team project and suck very much at working in teams. But if the game's going to progress that's something I need to get over!

There is already some Staff functionality built into the game, mainly that they get access to a staff room and their posts show as green, but I never actually brought in any staff..

What I am thinking is if NPCs are made easier to implement there could easily be staff and player NPCs. Players see only player NPCs; staff can see staff NPCs. A staff NPC is an NPC that has been added to the game by one member of staff until it has been approved by another. So, a staff member can start work on a quest, but the players aren't inconvenienced by it, and once the quest is complete another staff member can look over it and approve it.

A long way off but shouldn't actually be that hard to implement.

For now, to be perfectly honest, I need some people active on the forums, and potentially a forum moderator (less to moderate, more to just be active...)

I have ideas for the "noob island" quests too. I don't want to offer it if you don't desire assistance in this matter.

I already feel presumptuous about listing this stuff...Just want to help! :)

I really don't know what it should include in terms of telling people what the game can do, that's the main issue. Given that the game is expanded hugely every month, you know, a new big thing crops up like PvP, it's a bit... I dunno, weird producing a tutorial which is then outdated after a month...

What I am planning on making soon is a "tip of the day" system using up the empty space on the home screen. It will highlight things people might miss, such as treasure chests...

EDIT:

I also have some errors.

Here is one visually:
error1.png
It just doesn't show the damage in the right place. 1024x600 resolution (a freakin netbook)

It's as I thought - the battle system wasn't copied across properly when we moved servers... damn. There are a few changes I made which were broken too, but I caught those. I'll work on it. They'd be better graphically done anyway.

also...I was fighting in the dark forest with an Impth and then when I defeated it, I was sent to the fire caverns area 1-2 I think. Weird!

Weird but - makes sense! (To me :p)

Because dungeons rely on different mechanics, there are Map enemies and Dungeon enemies. The thing with a Dungeon enemy is it has to unlock switches and such, and then links you to the right map in the dungeon...

Well, there are some duplicate enemies which are both map and dungeon enemies. They have different IDs, but it looks like a Dungeon enemy has sneaked into the enemy tables for random encounters instead of the Map version!

I just need to edit the id. If I can find it. Will fix, thanks.

I was talking to a vamp dood there in the vampie clan encampment and when you side with vampires, it goes nowhere. when you side with humans it goes to npc25, something about a bear in the sewers. Weird!

I never finished this quest. I really should have ended it more smoothly. It was the first I added, and didn't think it through very much. Currently trying to think of a good ending.

Bears in sewers - I don't even know what that is! Oops! It must be the start of a quest I was working on at some point.
 
Bug Fixes Galore

Bug fixes and minor updates:

- The quest journal has now been fixed; you won't see odd characters or [desc] tags lying around now.
- The giant bat now shows a proper graphic.
- All edible items are now edible; something went wrong. Maybe it was food poisoning.
- My test character's stats have been reset for fairness on the leaderboards
- Port Glade should now only show on the world map to players who have actually unlocked it.
- Dungeon bosses will no longer accidentally weasel their way into random battle tables.
- Going through the West gate now takes you to the correct part of the dark forest (although the whole area needs a revamp. Pun not intended)
- Thanks Injury for the help - the Myre now has area descriptions!
- aCode update: boss battles are now done a bit differently in the code - basically to you all it means is it looks nicer and the arrow points the right way! Currently only the myre boss has been recoded.
- The Fire Caverns dungeon has been recoded with the new style, so all boss links and such are now fixed and look right. (That was surprisingly quick, actually).
- The snowy northern lands now use the correct map markers for movement.
- The ice caves dungeon has now been recoded; that one took a while!
- Minor bugs also fixed around that general area.
- Item combinations have now been fixed. Due to a recent update, I broke it meaning only people who'd combined items before the update could combine them. Major oversight! Has now been fixed, hopefully. Sorry about that.

In Other News

Hope to do a hallowe'en event at some point.

Injury beat Viktor Lorks on the leaderboards and therefore wins a Dogsword. The next will be given to the person who beats Injury!

Other things you may have missed

The forums have been restyled to include character name and face graphic.

A new ad style is being trialled.

The item combination system will no longer steal your items if you combine something while there's still an item in the pot. Before, you had to remember to collect your item after making one, or it would be overridden by the next item you make. Now it will simply do nothing until you take the previous item out of the pot.
 

Ares

Member

I thought I'd stop by and share some found bugs!

There might be some errors in the PvP system:
I just beat Injury (10 levels higher) in 2 strikes. (Unbalanced or just lucky?)
Also, when you defeat an enemy (random fight) and directly after that challenge a player through the leaderboards it says "the world is quiet here...(etc)"

Is there a reason why trees in the myre and the coastal/desert areas can't be cut or is it just that those maps aren't updated to the new system yet?

It seems to me that the ice dungeons are broken, does that make sense? (mapenc-11 and mapenc-12 are missing)
-edit- The fire dungeons are broken too (mapenc-8 is missing)

Almost all discussions of quests repeat so it is very hard to tell wether you've completed a quest or not (if you don't check your journal)

And one last thing (not a bug): if you ever need some help doing time-consuming things (like updating maps with certain bits of code or something) just ask, i'll be happy to help! Maybe that can eventually speed up progress?
 
It seems to me that the ice dungeons are broken, does that make sense? (mapenc-11 and mapenc-12 are missing)

My bad! I forgot to set it to all users rather than admin only.

Fixed (I think).

I just beat Injury (10 levels higher) in 2 strikes. (Unbalanced or just lucky?)

Possibly luck, I'll work out your max hits and see if you could have done it.

Also, when you defeat an enemy (random fight) and directly after that challenge a player through the leaderboards it says "the world is quiet here...(etc)"

Yeah, I need to fix this. Whenever you defeat an enemy it has a timer so you can't just keep refreshing; only all players count as one "enemy" in the system.

Almost all discussions of quests repeat so it is very hard to tell wether you've completed a quest or not (if you don't check your journal)

Good point. It's a tie up between letting people re-read things they miss, or just not repeating things. I'll work on it.

Is there a reason why trees in the myre and the coastal/desert areas can't be cut or is it just that those maps aren't updated to the new system yet?

Yes, they haven't been done yet. There's a lot to do :(

But thanks for your help it's much appreciated.
 
Updates

Oh my god! Actual updates!

Updates!

Message System

It's something the game has been lacking, but it's finally been done: a message system. Basically, message boxes which can convey an important message to the player.

This is a clever system in that once a message pops up, even if you change windows or close the game it will still be there. This means you can't accidentally miss a message which might say something important.

Where will messages be used? They will replace some of the silly screens such as the buy/sell in the second hand store, and other places.

Inventory Updates

A message is now displayed telling you what you've equipped. In the future, this will be used to tell you if you can't equip a certain item!

New Secondhand Store

The second hand store has been recoded to use the new message system. The items in the store now update when they are bought/sold so you always know what's in stock! Before we used a silly system involving a seperate page telling you what you bought. The new system tells you what you bought and for how much. This is the amount you can sell it back for so it's quite useful!

-----

475c98c7a872201383ef5a0a45b31d9e.png


  • Inventory/shop messages now display the item name rather than ID.
  • Hovering over an item in the second hand store now tells you it's name and price.

Level Up Messages

A message now shows after battle if one or more of your levels went up.

It displays whichever stats were increased, and then shows what your combat level now is.

(If more than one stat levelled up it shows all that went up).

60a92870d9bcba3dbaae4b59cd49fcd0.png


This should be useful for people during training!
 
Christmas Gift

A new rare item has been added to the game (rare in that it is a limited time release).

The Christmas Cape is the 164th item in the game and goes in the accessory slot.

Item database entry: http://afar.ws/v/page.php?p=inventory&itemdatabase=164

As always it is obtained in the usual way: it's a secret!

Snow Fields

165.png
166.png
167.png


It's been a while since we've had a meaningful update and this one is timely. The snow fields areas have been made interactive, with some new items to pick up and new things to do. Some of these will be used in a later update to the item crafting system. Take a look, get a ship from Tiben Port Northwards and have a roam around.

  • Mug of mead fixed. Previously broke the game.
  • Using worked metals no longer breaks the game, although they still don't do anything yet. Sorry about that.

Metalworking

On your travels you may come across iron rocks, which by the magic of a work hammer and the item crafting system (Inventory -> Combine Items) can be turned into worked iron.

Now this worked iron actually serves a purpose. Simply click the iron in your inventory and you can craft it into a variety of useful tools and pieces of equipment, gaining a small amount of metalworking exp for doing so!

makeitems.png
 
Item Database Integration

RIGHT clicking any item in your inventory now opens that item's entry in the item database.

Inventory: Item Stats

Just spent a couple of hours on this, hopefully it works fine.

In an update to the inventory system, you can now view how an item will change your stats if it is equipped.

Hover the mouse over an item in your inventory, and it will tell you what your stats would be like if you equipped that item.

satsts.png


I know it probably sounds simple, but this is something I've mentioned in my private subforum:

Afar is a state machine. This means the user clicks something, the server sets a new state, and when the page is redrawn, it is different depending on what the user did.

Now this is fine for the majority of the game... until we get to animation, hovering, and anything instantly interactive. Either we have to reload the page to display the simplest thing, or we need to do some fancy work with javascript and php working together, which is what I've done here. Complicated, but it should work.

-------

Battle Stats and Equipment

Afar uses a unique method of working out the damage dealt in battles. The idea is to give less emphasis to weapons in terms of their overall damage, instead mainly relying on the levels of the player. This guide is an attempt to explain it all, although new updates keep tweaking how it works to bring it closer to an ideal system.

Battle Stats

There are five battle stats, four of which are currently implemented in the game. These affect how much damage you can deal and your chances of blocking attacks.

Melee: affects damage range using melee equipment.
Sight: affects damage range using ranged equipment.
Perception: affects damage dealt by spells and magic equipment.
Agility: increases your ability to dodge attacks.
Constitution: used in calculating your health points.

Weapon Stats

Weapons are items which go in the right hand equipment slot. These can increase one battle stat by a fixed amount - either Melee, Sight, or Perception.

When fighting, only the battle stat which is attached to the weapon is used. In other words, if your melee is your highest stat, then attacking with a ranged weapon will deal less damage than a melee weapon of the same stats.

Typically there are four ranges:

+1: Basic weapons readily available.
+2: Weapons found in stores which must be unlocked on the world map.
+3: Very rare items found in battle with difficult enemies.
+4: God items, limited items, usually rewarded for tournaments or high achievements.

When calculating basic stats it is useful to consider the +dmg value as simply an extra level in that stat.

Armour Stats

Armour also has a damage stat, which is used in calculations and works in much the same way (also 1 to 4).

Damage Calculation

Damage calculation is quite complicated. In the following formula, .. represents an inclusive range (i.e. in these examples, (x..y) is a random number between x and y).

DAMAGE = 0.5((0..WeaponStat) + (0..WeaponDmg)) - 0.5(0..EnemyAgility)

Let's imagine we are using a Merthyr Rapier.

WeaponStat: Melee
WeaponDmg: +3
EnemyAgility: 5
Melee: 20

The minimum damage we can do is 0. This is worked out by:

0.5((0)+(0)) - 0.5(0) -- impossible to deal negative damage.

The maximum damage we can deal is:

0.5((20)+(3)) - 0 = 11.5 = 12 (round up).

The maximum the enemy can take off this with 5 agility is 3. So, even if our enemy manages to block with their full force, we still deal 9 damage.

So, in working out a stats sheet for this weapon and our particular stats we would get:

Stat: melee
Damage+: 3
Max Hit: 12
Defence+: 0
Slot: right hand

The Future

In the future it is hoped that elements will come into play and also a difference between using knives over swords over rapiers and the likes.
 
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