http://madramsoftware.com/wickland/game-guide/
It also contains a walljumping movement system, allowing you to gain speed by walljumping, and keep that speed by continuing to jump.
All the weapons are similar to Quake ones, with different melee attack speeds and damages. The change in the weapon system allows for a lot of differences
you can now have a weapon that your opponent cannot.
Suddenly armor becomes a decision, your health is the same between all beasts, but your armor is specific to each beast. Your Sorcerer can have 50 armor while your Assassin can have 100.
If you're about to get hit by something, you can switch to a weaker beast to take the damage on a less needed weapon, saving more armor for a better weapon.
You do see a big blood explosion when someones beast dies, so you know when one is killed
Since the game ends when a players health is 0, games can last two minutes or ten minutes, or longer.
It's a free download right now, it's Greenlit on steam so we can see what happens.
it's pretty fun and enjoyable, their ideas for how duel should be in their game is interesting too, they talk about how they want it to represent more of a dojo, giving more of a community feel to the game.
http://madramsoftware.com/wickland/duel-design-philosophy/
Wickland is a competitive, first person, dueling game and the goal is very simple, kill your opponent. Both players start as human characters with the ability to morph into other beast characters that are scattered around the map. The beasts are unique, which means that once a beast has been taken by a player, it will not respawn until the beast has been killed. When a beast is killed however, it will respawn after 15 seconds at the same location where it was first picked up. Other types of items are also available and placed strategically around the map. Potions restore your health while armor restore your armor value, with armor absorbing 80% of all incoming damage. Potions will respawn every 35 seconds, while armor will respawn every 25 seconds. Armor and potions are very important resources to help players succeed in defeating their opponents; therefore, learning how to time and fight for items are important skills to master!
It also contains a walljumping movement system, allowing you to gain speed by walljumping, and keep that speed by continuing to jump.
A great ability that all characters have access to is the ability to wall jump. Wall jumping is simple to execute but difficult to master. Simply jump towards a wall at a slight angle, while holding down any directional key, and hit jump again as you touch the wall. Player will gain a temporary boost in speed when executing a wall jump. To maintain this speed boost, quickly jump again upon landing. This skill is vital in chasing or retreating from opponents, and if done right, a player can quickly traverse the whole map within seconds.
All the weapons are similar to Quake ones, with different melee attack speeds and damages. The change in the weapon system allows for a lot of differences
you can now have a weapon that your opponent cannot.
Suddenly armor becomes a decision, your health is the same between all beasts, but your armor is specific to each beast. Your Sorcerer can have 50 armor while your Assassin can have 100.
If you're about to get hit by something, you can switch to a weaker beast to take the damage on a less needed weapon, saving more armor for a better weapon.
You do see a big blood explosion when someones beast dies, so you know when one is killed
Since the game ends when a players health is 0, games can last two minutes or ten minutes, or longer.
It's a free download right now, it's Greenlit on steam so we can see what happens.
it's pretty fun and enjoyable, their ideas for how duel should be in their game is interesting too, they talk about how they want it to represent more of a dojo, giving more of a community feel to the game.
http://madramsoftware.com/wickland/duel-design-philosophy/
To ease new players into this competitive mindset, we are experimenting ideas where players need to feel that they are part of a team, a clan, or a club that is similar to a Kendo club, where the members involved belong under the same dojo, under the same “sensei”. When it comes to competing, the dojo will organize line-ups such that the students who fight each other are somewhat equal in skill, and overall, as a team, tries to win the competition as each member tries their best to score in their own individual 1 on 1 matches. This “common” goal, or team-oriented achievement can make the game a much more social experience that can help bring in new players to enjoy 1 on 1 game type that they may otherwise not. This is a very interesting dynamic that isn’t incorporated in competitive FPS games, and it is much more interesting for our small team to explore than to simply add game modes from existing games. There are many things we can learn from traditional 1 on 1 sports, and the worst thing to do for our game is to look at the other FPS games out there, and become a copy cat by simply cloning modes that have been done to death before.
Edited by moto1 at 22:12 CDT, 30 August 2014 - 10557 Hits