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TIGSource ForumsCommunityDevLogsBonfire - comes out March 26!!!
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Author Topic: Bonfire - comes out March 26!!!  (Read 40249 times)
TheChaoticGood
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« Reply #200 on: February 05, 2015, 03:45:44 PM »

ok i'll download it and tell you want I think.
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TeeGee
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« Reply #201 on: February 13, 2015, 10:18:39 AM »

Here comes the new Pyra!



With vengeance! Cool
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Tom Grochowiak
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« Reply #202 on: February 13, 2015, 11:29:53 AM »

I played it.  And I'm liking it a lot.  This game is really really good.

That being said, I do have some beef with the lack of stat transparency - it's hard to make decisions in battle because I don't know the formulas that determine damage (and if I did I wouldn't want to sit there and calculate them).

So, this may sound crazy, but firstly I would argue for the removal of armor (and magic resist? idk if you have that).  In my opinion it needlessly complicates the decision making process.  If a unit's attacks always deal the same amount of damage, then there is no guesswork when attacking -- unit tankiness would just scale on total health (yes the monk's attack would need to be changed but I think it's a small price to pay - you could make him do percent health damage or something).

Secondly, I think you should show the amount of healing/damage that an attack will do when mousing over the target.

Thirdly, I think you should have a bar along the bottom showing the turn order for the next 10 units.

Lastly, I think you should give better context when mousing over buffs (or mousing over ally units to buff them).  I don't know what charge(3) and charge(4) means.  The player (well me anyway) only cares about the raw damage.  So if I'm mousing over my mage to use his charge skill, the mouseover context should tell me exactly how much damage his next attack will do if I charge.  That way I can make the decision about whether to attack now or charge another turn.  Same thing with his buff - if I'm mousing over an ally with the mage buff I want to know by exactly how much it will increase the damage of his next attack.  I realize that these changes would be contingent upon first removing mitigation from the damage calculations.

(also while we're on the topic of the mage's charge skill, why does it start at 3 and then go up to 4?)

Anyways, these are my humble opinions, they may not be right for other players but they are changes that I would like.  Only posting because I really really like the game.  I would still play even if kept the same way.
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Caravan: devlog | website
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« Reply #203 on: February 14, 2015, 01:26:32 PM »

Thanks! Smiley

I'm honestly not sure what to do regarding mechanic transparency and providing exact numbers for damage and the likes. I mean, you're not the first person to request it, but most games don't do that. I have no idea what's the exact damage formula for Dark Souls, Diablo or Final Fantasy (or any jRPG for that matter), but I don't find it problematic there. In fact, for me it adds some element of skill, as you have to get good at estimating outcomes. If it's a problem in Bonfire, then maybe something is confusing in its overall design?

So really, thanks for feedback! I can't make any promises, but I'll definitely give this more thought and I'm glad to hear you like the game.  Beer!
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Tom Grochowiak
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« Reply #204 on: February 14, 2015, 06:15:26 PM »

No problem, I look forward to more development!
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« Reply #205 on: February 15, 2015, 06:01:37 AM »

Very good special effects! I'm jalous  Tongue
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« Reply #206 on: April 08, 2015, 11:44:24 AM »



The artwork revamp is also a nice opportunity to introduce a little more diversity into our hero cast. Smiley
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Tom Grochowiak
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« Reply #207 on: April 08, 2015, 01:49:49 PM »



The artwork revamp is also a nice opportunity to introduce a little more diversity into our hero cast. Smiley

looks nice, I like when in the art, the borders of the images are colored  Beer!
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« Reply #208 on: July 07, 2015, 12:56:06 PM »

The crew at the camp:



Plus some news. Smiley
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Tom Grochowiak
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« Reply #209 on: July 07, 2015, 01:03:41 PM »

Great artwork and great news about the demo. I look forward to playing it.
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« Reply #210 on: July 25, 2015, 10:28:11 AM »

Working on a new dungeon backdrop:

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Tom Grochowiak
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« Reply #211 on: July 26, 2015, 11:39:49 PM »

Pondering which map style to pick.



Context: it's a quest menu background, so it doesn't have to be super-defined.
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Tom Grochowiak
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« Reply #212 on: July 27, 2015, 02:25:32 AM »

i like A it has more depth and is clean to the eyes.
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« Reply #213 on: January 14, 2016, 03:16:12 AM »

Took morning off to play around with blood effects a little.



Bloodborne made me do it!  Evil
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Tom Grochowiak
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« Reply #214 on: March 03, 2016, 01:05:50 PM »

Some more fun with blood and decals.



I mean, I wish games were less violent and all... BUT THIS IS JUST SO MUCH FUN!  Evil
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Tom Grochowiak
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« Reply #215 on: March 12, 2016, 03:56:08 AM »

Adding special character-specific item attacks:

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Tom Grochowiak
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« Reply #216 on: January 16, 2017, 02:25:29 PM »

Things fun to code: fantasy name generators!

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Tom Grochowiak
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« Reply #217 on: February 11, 2017, 05:08:24 AM »

Working on a less casual-game-like GUI and can't make decide which one's better. Opinions?



(And yes -- this is an ABSOLUTELY CRITICAL decision!)
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Tom Grochowiak
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« Reply #218 on: March 18, 2017, 09:36:56 AM »

graphics seem to have improved a bit since i last played it. send me a new version if you want more testing btw!
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« Reply #219 on: March 23, 2017, 03:25:40 AM »

definitely a., I think that hp and stamina bar backgrounds are critically important
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