After
the video I wanted to make a few more adjustments and fixes before putting out a new version, but after some playtesting I decided to make a few more changes.
I thought it would be interesting to make
higher ground a factor in combat. I changed damage placement so that attacking downhill has an advantage over going uphill. If a skeleton comes at you down the stairs it's better to retreat or evade whereas if YOU are the one descending it is almost impossible for them to hit you (unless you don't attack).
You can counter this by throwing a spear or jumping OVER the approaching enemy, but it forces you to make some tactical decisions.
I expect I will need to iterate on this... I may tone it down if it proves confusing.
[edit: any feedback on this particular feature would be great]I've also blocked attacks during climb, and enemies standing at an edge will now hit you immediately if you try to reach them. This creates situations where you are forced to be a bit more creative: either switching to a spear, asking the gods for help, or simply moving around more smartly to get the upper hand.
Version 11:http://www.ninjadodo.net/temp/hellas/hellas_v11.zipBesides the above I've made some subtle changes to the GRAB-power. Now if you let go and immediately re-GRAB an object it does
not cost an additional sacrifice. This is to avoid punishing accidental mouse-button slipping or double-clicks, though deliberate juggling is still expensive.
Also fixed some bugs.
By the way: Does anyone have any suggestions for making good
skeleton sounds (walking, hits, shattering, etc)? Tried a few things but nothing that worked. I'm drawing a blank at the moment.