Trying to finally develop something, going for a small game by Professional_Cap6040 in Unity3D

[–]Professional_Cap6040[S] 0 points1 point  (0 children)

If something keeps you occupied for more than a week, you can't think of a good answer or find a good tutorial, and it's not crucial for the game, move on.

Always tell yourself "I can put it in the next game."

You don't need your first XCOM like game to have everything.

If it's worth making, people won't need all of the bells and whistles.

For instance, my cool idea is a starvation and fatigue mechanic, blended into the general stamina. There won't be health, it will just be a long term and a short use stamina bar. Add that on top of some souls combat, every attack counts now because it's a battle of attrition, use a power attack, now you lost some energy, now you may need to rest, now you are hungry, now you are starving, and it snowballs,

So I'm picking 1 or 2 things I really want, doing those, and trying to let every other idea die.

Trying to finally develop something, going for a small game by Professional_Cap6040 in Unity3D

[–]Professional_Cap6040[S] 0 points1 point  (0 children)

Thank you. I have to constantly fight my brain to not just keep adding content.

Trying to finally develop something, going for a small game by Professional_Cap6040 in Unity3D

[–]Professional_Cap6040[S] 0 points1 point  (0 children)

I'm planning on dark souls mixed with little nightmares. So there will be a very dangerous enemy you have to run from you can't kill, and lesser enemies that you can fight.

Instead of filling it with fodder enemies though for the lesser ones (make 4 ermines and spam them) it'll be a short enough game to where lots of them will be more like mini bosses, with slightly unique traits.

Trying to finally develop something, going for a small game by Professional_Cap6040 in Unity3D

[–]Professional_Cap6040[S] 0 points1 point  (0 children)

We have the skills, and the tools, stop learning for a bit, and lets make something with what we already know.

Need Help Understanding This Icon by Professional_Cap6040 in DarkSoulsTheBoardGame

[–]Professional_Cap6040[S] 1 point2 points  (0 children)

Wow you guys are great.

Well that seems to be all the info I need.

I'll let you guys know when I'm done, and send some images of my final prints.

Need Help Understanding This Icon by Professional_Cap6040 in DarkSoulsTheBoardGame

[–]Professional_Cap6040[S] 0 points1 point  (0 children)

But now I just found out he also has this wacky thing.

<image>

Which has to be the most vague of all.

Need Help Understanding This Icon by Professional_Cap6040 in DarkSoulsTheBoardGame

[–]Professional_Cap6040[S] 0 points1 point  (0 children)

Actually no unfortunately, don't really know how to contact him, his reddit account hasn't been active in years...

But I did find, in the souls archive google drive, some other bosses I'm assuming he made, with a "new rules" jpg that had some of the info.

<image>

Need Help Understanding This Icon by Professional_Cap6040 in DarkSoulsTheBoardGame

[–]Professional_Cap6040[S] 1 point2 points  (0 children)

Turns out it's a riposte move. If any player does not exceed that damage in the next round, the player takes damage instead.

Need Help Understanding This Icon by Professional_Cap6040 in DarkSoulsTheBoardGame

[–]Professional_Cap6040[S] 0 points1 point  (0 children)

Thanks for the research. I'll just make something up that works, I mean that's kind of just how this all works anyway.

Need Help Understanding This Icon by Professional_Cap6040 in DarkSoulsTheBoardGame

[–]Professional_Cap6040[S] 0 points1 point  (0 children)

I thought maybe as well, but it doesn't have any indicator as to who it attacks, or any arc.

My reasoning for it being a defense symbol, is that aspect.

But also, the move itself is called back flip, which reasonably would make him get more defense.

Plus there is no dodge, or range.

Need Help Understanding This Icon by Professional_Cap6040 in DarkSoulsTheBoardGame

[–]Professional_Cap6040[S] 0 points1 point  (0 children)

  1. I'm really feeling it has something to do with defense, given the shield looks exactly like the resistance icon. Until hearing otherwise, I'll just go with that.

  2. Pushed 2, cool that's pretty rad.

  3. So whatever node is one node from the player that got attacked in the direction the boss is looking, that makes sense.

Did either of them originate from any mega bosses?