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Frayed Knights - 2 - Update on Spells
Jay Barnson has updated his blog on the development on Frayed Knights 2. He talks about how to use spells in the game. An excerpt on how the game will generate spells:
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Just please make the spell casting menu less clunky. It drove me crazy (in the demo, didn't buy the game since this and a couple other things just got to me) how many clicks were needed to cast a spell.
Its a minor nitpick, I know, but even in the demo it was really annoying me. |
If you read the article, you'll see that was point #1 - would that be a reasonable approach for you? (If not, I'm open to better suggestions!)
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My apologies for missing that in the article then Jay!
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No worries, both you and wolfling are correct. I think the single biggest complaint about Frayed Knights 1 was the interface for spellcasting and using active feats. So it's a big challenge for me to see if I can find a way to keep the richness of the existing system - and the interesting potential decisions - and yet not overwhelm the players quite so much anymore with too many choices that are too complex to really tell the difference between them.
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