>Sorry if you only got one hand or something
Nah, I just never learned playing ARPGs with keyboard or controller movement.
The main inspiration is Diablo 1, where there was only mouse movement. Then again, I kind of agree with you here
When most of the basic stuff is done, nothing will be stopping me from trying to add alternate control methods.
I still need to play Diablo 1 on a PS1 emulator. I am really interested how they did it way back then. especially that I'm not really a fan of D3's broad melee attacks, which are basically AOE and work well with a controller
I feel like it will be trying to bite more than I can chew, but indeed. I want loads of 'em.
Good point. I gues it's something that became so ubiquitous in modern ARPGs (since D2?) that I forgot that there are other ways to do things.
We'll see. The main reason for including them currently is to make the skills feel different (and add minimal balance, although I think it's much less important than fun).
The ice spray for example has a very short cooldown (mainly for the spray particle effect to look ok), moderate damage and low mana cost, while the cyclone thing has long cooldown and high cost but is devastating.
The spells also allow you to hold RMB to keep casting, so a CD is bit of a precaution against eating up all your mana in an instant.
I'll consider designing some of the skills so that they cast only with a click and not giving them any cooldowns. This could add some variety and fun.
And you will be able to reduce the cooldowns/increase cast rate through buffs and items, don't worry.
Thanks, bro. Hope you'll enjoy it when it's done. I try to keep shilling on various ARPG threads to a minimum, so if you'd like to follow progress, /agdg/ threads are the place to go. Either that or my dev blog.
and the engine is Unity. I'm NOT making a cellphone game so maybe that's why Beelzebox doesn't look like other ARPGs made with it
And if you haven't downloaded the demo/prototype thing, you can download here:
shodanon.itch.io/beelzebox
because it was made so fast, there is only one level for each skill, so don't waste your skill points
strength stat doesn't do anything in the demo unfortunately
we are currently writing code from scratch and taking our sweet time to make things work well