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Amagineer
- Posts: 20
- Joined: Sun Sep 06, 2009 5:24 pm
Re: Game Development: Catching the Wind
Why stop at walls? Destroy ClaimStakes!
a brand new form of warfare...
~/\/eer
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Game Development: Catching the Wind
I don't like this in-your-face magic at all. Looks like next stop is fireballs and healing spells.
It's still a good update, because bronze was sorely needed. Not to mention non-iron chests.
It's still a good update, because bronze was sorely needed. Not to mention non-iron chests.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Game Development: Catching the Wind
its a pretty large departure from the Myth thread yea
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Catching the Wind
I do have some sympathy for that statement, and I've reacted even more to it after we actually added the windblades. Of course, Jorb will hate the idea of removing them now that he's drawn them. :)Potjeh wrote:I don't like this in-your-face magic at all. Looks like next stop is fireballs and healing spells.
I have to say, though, that I still like the winds themselves -- I think they are rather modest in their "magical qualities". I just wish we had used them for some more modest uses than "windblades".
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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juhubert
- Posts: 398
- Joined: Sat Aug 08, 2009 7:01 pm
- Location: World Central
Re: Game Development: Catching the Wind
so, why not a windmill - we got coal, copper, glass.loftar wrote:I do have some sympathy for that statement, and I've reacted even more to it after we actually added the windblades. Of course, Jorb will hate the idea of removing them now that he's drawn them.Potjeh wrote:I don't like this in-your-face magic at all. Looks like next stop is fireballs and healing spells.
I have to say, though, that I still like the winds themselves -- I think they are rather modest in their "magical qualities". I just wish we had used them for some more modest uses than "windblades".
put it together and - voila electricity - and i can finally read my parchments at midnight
and why stop there, with a windmill, wood and steel we could drill for raw oil
and
and
and
the only limit is the sky - now
Wanderer through worlds and ages
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bajuba
- Posts: 185
- Joined: Wed Sep 09, 2009 8:00 am
Re: Game Development: Catching the Wind
I love the idea, the danger, and the catching. Keep the up the good work.
Was Lawspeaker of Macomb in W2.
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Gaiadin
- Posts: 228
- Joined: Sat Sep 12, 2009 6:49 am
Re: Game Development: Catching the Wind
I agree. Catching them is a pain, but not impossible. Growing them is dangerous and interactive as you have to closely monitor the wind when it reaches certain points relative to your chime quality. The idea of wind blades is brilliant in my opinion. It gives yet another option for manufacturing weapons. Not everyone wants to mine, and certainly not everyone COULD mine with the system as it is (The amount of mines probably doesn't equal the amount of players at this point, and some people have multiple mines.) Having the option of creating a sword out of something other than metal is extremely appealing.
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AnonWat
- Posts: 145
- Joined: Mon Aug 10, 2009 11:05 pm
- Location: Texas
Re: Game Development: Catching the Wind
whar do heath
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eql
- Posts: 298
- Joined: Sat Jun 06, 2009 3:39 am
Re: Game Development: Catching the Wind
what do wind blades exactly do? their under tools.
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: Game Development: Catching the Wind
"Wind sword is a tool, don't make me act a mutha-fucking fool" - Ice Cube, NWA