irc: irc.gameradius.org /join #gnostaria
Alpha detenida hasta nueva fase
sobre el juego:
3ª y 1ª persona
Economia al jugador controlada por el numero de materias primas.
Sobre el combate aqui una explicacion (combate en tiempo real "FPS")
Combat isn't turn based nor is it auto attack or strictly twitch based. Combat is generally expected to be fought from the first person perspective (although you can switch to third person mode if desired). You can switch in and out of combat mode (by default this is F). When you click the left mouse button your character will immediately try to perform a single attack against whatever is directly in front of him in your "crosshair" (it's not exactly a crosshair, however, as everyone will see in a few weeks). When you attack you will not be able to move or perform other actions until the attack is complete. In order to attack again you have to click the mouse again. While defending (holding the right mouse button down -- anyone can defend, not just shield users) you will be able to move at a walking pace. Your rate of attack is affected by your weapons, skills, your current condition (if you are severely injured you will be slower) and other factors (if you are carrying around 200 pounds of loot on your back you would generally be slower than someone who isn't burdened by weight).
The result of your attack is based on whether the "FPS" attack succeeded (did your attack complete while the target is still in front of you?) combined with the RPG rules (the range of your weapon -- a dagger has shorter range than a spear, for example) and your character's skills and stats.
There are a few things that I need to describe to fully answer this. First, we intend to have most towns developed by players. This will include NPCs moving into those towns and possibly being hired by players as guards, shop keepers and so on. The laws of any particular town will be decided by the players of that town based on the rules setup by the town founders -- whether there are election of officials, the town founders arbitrarily hand out official roles and powers or what have you will be determined by those who setup the town. The actual laws, taxation, expenditures, etc. of a particular town would therefore be determined by the laws of the ruling players (including potentially "all" of the players of that town by vote or whatever).
That being said rules regarding known killers will be able to be setup including disallowing them access to the town, attack by guards / guard patrols, preventing merchants from selling to them and so on.
Killers would generally not expect to be able to setup permanent structures (houses, shacks, etc) anywhere near established towns without guards or other players attacking or destroying them.
The reputation for various things will generally be confined to certain geographic areas (not necessarily one game "area" but a certain region of the world). If someone decided they were tired of a life of crime and wanted to escape their reputation as a criminal they could travel to a region far away from where they committed their crimes and not be known.
We haven't been doing any work on the magic system yet aside from general design concepts which have evolved over the past few years. The general idea is that, just like everything else in the game, players can create all of the spells. We will define a set of rules for how spells are created, how they are learned and how knowledge of them is transfered between players. As opposed to learning a "fireball spell" from gaining in a magic-related skill a player could create a spell by combining various magical attributes: fire, ball form, propulsion (wind?), and effectively create their own fireball spell. They could then inscribe this spell on scrolls, embed it into wands or other magical items, or directly teach it to other players. Creating a new spell would take a substantial amount of time and the spell properties would be determined by the player's skill and other things. Spiritual (including necromancy), magical / elemental and nature-type magics are all planned to be supported eventually.
Additionally players will not be born with usable innate magical powers. While most skills in Gnostaria are learn-able and teachable (they can be gained simply from observing other players doing them) magic generally will not be expect by those who also already have magical powers. We have an idea of magic being a very primal understanding of the "language of the gods" so a quest must be performed to unlock this esoteric knowledge. From there players could begin to develop their magical powers and learn from others who also have magical powers. Magic generally won't be able to be understood by those who have not underdone this experience. This is both part of the game lore and game mechanics.
Engine Torque 3D
registro en foro http://www.gnostaria.com/index.php?page=register
estado actual del juego:
Tras la primera fase de la Alpha completada el juego volvera ha estar online con nuevas features dentro de poco. Entre ellas el comate melee; nuevas animaciones de combate especialmete para el combate con lanza. Tambien trabajan en nuevos modelos de personajes