![]() Instead, your spells’ damage was based on a percentage of the enemy’s Maximum Health. Others, such as Summon Death, which caused a fight to immediately start with a pack of Death creatures, were changed to have in-battle effects instead.Īnother interesting note is that Spell Power didn’t exist at first. Some of the spells that cost Power Balance were able to be cast in the overworld. One spell, Farsight, still exists in Siralim. As you might imagine, that was incredibly annoying, and no one ever used those spells. Some spells cost Power Balance instead of Mana to cast. There were so many words for players to read in each artifact name that your inventory list looked like an essay. Unfortunately, this system turned out to make artifact management really tedious. The object name (Sword, Rapier, Katana, etc) was chosen at random based on the type of artifact. The prefix of each artifact was based on the artifact’s highest stat, while the suffix was based on the artifact’s second highest stat. ![]() For example, if your sword granted a large amount of Attack and Defense, the artifact might be called “Sharp Rapier of the Turtle”. Randomly Generated Artifact NamesĪrtifacts were automatically assigned a name based on their properties. Luckily, during this time, players couldn’t add traits to their artifacts. Artifacts pretty much made all other parts of the game obsolete because the increase in stats eventually made most traits and spells obsolete. While the resource cost increased with each subsequent enchantment, this “feature” caused the game to quickly spiral out of control in the late-game. In early alpha, players were able to enchant their artifacts an unlimited number of times. Chance to Not Consume Scroll Charges (even the name of this property was bad!).Replace Ability With – this property replaced your creature’s ability (trait) with a different one.These properties were difficult to balance, unwieldy, outright useless, or a combination of the three. You were able to find artifacts that had several properties that were later removed. Fortunately, unique artifacts were removed shortly after the bug was fixed. Right before the game entered beta, there was a bug that caused artifacts to always be unique, so players were able to acquire god-like artifacts after farming for only a few minutes. If you’ve played Diablo, Path of Exile, or any other game that utilizes this type of itemization system, you’ll know exactly what I’m talking about. They had unique names and offered unique stats and traits that you couldn’t find anywhere else. You could sometimes find unique artifacts that I pre-defined by hand. The game started with 250 different materials, which made loot a lot more interesting! Unique Artifacts When the game entered beta testing, I added a new type of item called “Materials” to the game that work the same way as they do now. So yes, this was bad and no one used it.Īs you probably guessed, “Venturing” and “Augmenting” were removed early on. In other words, you sacrificed control for power. For example, Attack might have had a maximum of 500 when you were enchanting, but it could have been 700 when you were Augmenting. This added a completely random property to your artifact, but the values were much higher than if you had used Enchanting instead. You could simply choose from a pre-defined list of properties to add to your artifacts. The Enchanter offered the following options: Unfortunately, it didn’t work out that way in practice and led to lots of inventory clutter and frustration. This was meant to be similar to “gambling” in ARPGs like Diablo 2. You could purchase a completely random artifact. Instead of yielding materials, this function simply gave you some resources. ![]() This worked the same way that it does now. The Blacksmith offered the following options: I think today’s post is going to be the most interesting of the series because it contains a bunch of features that were cut from the final version of the game. Welcome to the third and final part of our look back on Siralim’s early development! Last week, we took a glimpse at the game’s music and sound effect design, and then proceeded to make fun of the user interface.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |