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Joined: 2009-08-27 21:49
Posts: 54
Location: Brisbane, Australia
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Q: Will there be player classes, and each class gets different spells?
A: No.
In traditional FPS, classes add variety to the game, and help shape interactions within the team. Weaver is not like other FPS with a small set of guns. All players have about 50 spells available. Restricting spells to player classes would limit gameplay.

Q: How will spells be balanced?
A: There are several variables we can adjust: damage, the power required, how long they last, etc.
Initially they can be balanced by how many spells it takes to kill someone. Later the exact damage values can be tweaked for balance but that will happen after playtesting. Longer term we can also look at stats to see which spells are used the most/least, and consider reducing/buffing them accordingly.

Q: How quickly can you cast?
A: Depends which spell. Some are short (2 elements), which would take about a second. More powerful spells have many more elements and take longer, depending on the player's skill.

Q: So you don't have to shoot them straight away?
A: Depends which spell. In general, you don't have to shoot strait away. Most spells you can cast, then switch to another spell (you casted earlier or after), and switch back and fire at will. Some spells must be shot immediately, and will simply fire themselves if they aren't used in 3 seconds.

Q: Is there mana?
A: Not exactly. Theres power. Mana is a finite resource which you give away. Power, like in Weaver, is a capacity. You have the capacity for about 4 elements worth of spells. As you cast a spell, power is used by it. While you hold a spell (ready to fire) power is used by it. When you fire, the spell is no longer using that power, and it becomes available to cast again.

Q: Whats the movement like?
A: Fast. Unrealistic. Think q3, think wolfenstein ET, think strafejumping.

Q: Will swords be used much? Is there other weapons like bows?
A: No. A sword will be similar to a knife in other FPS. A last resort, sometimes used for comical effect. Having said that, theres a spell which blocks another player from casting, so the sword has its place.

Q: Can swords parry?
A: No, not initially. Perhaps in a future release.

Q: Do you have any plans implementing bots?
A: No.
We have considered adding bots as NPC soldiers that real players can order around, but they'd have no magic (only swords), and all the players would just slaughter them. Which would be fun :) But that is something we might consider doing much much later (likely only for pub, not comp play).

Q: What about a spell that ... ?
A: Feel free to post your ideas, or discuss them on IRC, they will be considered.


2010-02-14 02:38
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