Another questions about SKHD
Dear Mr. Raptis
I have several questions about SKHD.
1. Do you think Health up and Mana up skill needs to change to be more useful? If so, do you have any plans for them in mind?
2. Do you plan to rework some bosses or make their pattern same as it used to be in the old Keep?
3. How would melee attack work for mage? Do i move into enemy to automatically hit them like Dark or press a button to swing the staff?
4. Compared to Magic Storm, other secondary spells like Ring of fire and Call Leviathan has low efficiency in mid to late game due to lack of damage. Do you have plans to make them more viable or just leave it be?
5. Will the steam jet gain the arrow block ability?
6. Can you make the player and some undead monsters sprites less grey? They look too grey in the screenshot compared to the old keep and boneyard.
7. If both elemental flourish comes in SKHD, are you going to allow players to get both of them or get one only?
It is true that talking about SKHD is too early at the moment but I am just curious about your thoughts and direction for the game. I hope boneyard beta work and RwK goes smoothly. Keep the good work, Mr Raptis. ;)
Comments
2. Rework
3. SKHD won't have melee skills for mages, because there will be a Paladin character for that. But you will be able to whack things with the wizard, it just won't accomplish much (any and all melee powers that are useful to mages will come from enchanted items)
4. More viable.
5. Yes. But welding is going to be different. Too many people are confused by the admittedly crazy way that welding works.
6. Yes, one of the things I realized by porting Keep is that I had gone "too dark." It looks cool and all, but it doesn't look fun, and the first commandment for games is fun first. And that's why I'm going to reskin Keep HD to look all neon and shiny like Hoggy 2.
7. No, you can only get one. BUT, one of the big differences in the Dark/KeepHD engine from the original Keep is I can put a LOT of interesting stuff on items. There will be items/suits that amp up skillsets in the game. Those who played Dark saw a bit of a preview of this with that suit that, if fully equipped, turned Summon Leviathan into the be-all-end-all-death-skill.
I don't mind the inquiries. But after I get going really good on it, I'll stop answering-- or even reading-- questions, because making a game requires an insane amount of focus, and thinking about other ideas to put in the game at the wrong time can really delay things. By comparison, just porting the old games doesn't require me to go into hermit mode.
3. Oh, it'll probably by just like dark, if you walk into things, you swing. I won't be putting an additional swing button to go along with the directional firing thumb, if that's what you mean.
7. SKHD won't have an actual editor. What it will allow is for a person to replace bits of actual code with script. So in THEORY (and this might not pan out as beautifully as this) you would be able to create an item that has hooks for whenEquipped(), whenUsed(), whenDequipped(), whenHurt(), Draw(), etc, etc and make modifications to whatever parts of the game I can expose.
But there won't be an editor + level sharing like Hoggy... I'm going to put some stuff to make it easy to down and test mods, even on mobile, but because the Keep modding will be so extensive, it's going to be an "at your own risk" endeavor and thus not an official playground, like.
Also, one of the key, core, "most important" things about SKHD is going to be the inclusion of multiplayer. So, anything that proves to be impossible or too lag-ridden to work well in multiplayer will get the old heave-ho as well.
I am going to literally have a place where you can enter in a link given by a person for where there pack is, and as long as certain key checksums are valid, it will install the mod.