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June 15th, 2019, 16:03
There’s a spell point system in play. If you look at some of the previous screenshots or watch the video I posted, you’ll see that spellcasters have a pool of Mana points they use for casting spells.

As far as obstacles, yes. Earlier this week I was working out how to do things like add water with a bridge over it, pools of lava, rocks, etc. Not every map would have that stuff, but there’s room to add it.
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June 16th, 2019, 23:45
In response to you asking about obstacles, I started doing the groundwork on it today. It's in the early stages, but here's a test combat (same test combat layout from my other screenshots, so I'm sure you're all tired of seeing it), showing a waterway with a small bridge.

In this case, the goblins have moved to choke the bridge while the party has set up on the other side in "Guard" mode to attack goblins as they come across. At the same time, characters and monsters with ranged weapons and spells have been pelting each other across the water…

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June 17th, 2019, 00:30
Yeah that looks good! Looking forward to hearing more about it as you progress.
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June 17th, 2019, 02:14
I agree, this is looking splendid! I'm getting some great gold box vibes from this, and that's a compliment!
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June 22nd, 2019, 19:51
Another minor update working with water, just because I wanted to show a different combat background for a change. Ultimately, a map like this would have other obstacles (rocks, trees, etc).

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June 29th, 2019, 15:06
Trying to figure out if I like obstacles added to the battlefield or not. I both like and dislike it at the same time.



Truth is, I'm considering putting it aside for now, as doing the artwork for it is very time consuming. I'd love to have a dedicated artist working with me on this kind of stuff. I approached someone who was a fantastic EGA artist, but he was far too busy to help me. If anyone knows a decent artist who might want to be part of an RPG project, let me know.
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June 30th, 2019, 03:54
Okay, last update for a while. I created more terrain for grassy areas and found a way to randomize it to give interesting terrains for the creatures and characters to navigate and possibly use to their advantage. Here are three screenshots of the same combat, each with different randomized terrains. Setting up the right way can be helpful when protecting characters with ranged weapons and spellcasters…





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June 30th, 2019, 08:16
Those maps are shaping up nicely! Thanks for the updates.
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July 1st, 2019, 04:45
Didn't think I'd be uploading any thing new this soon, but I had two spare hours tonight and decided to conquer overhead mapping in the game. Unlike the "Area" view in the Gold-Box games, it actually rotates as the player turns (something that I found really helpful in the remastered version of the Bard's Tale games recently). Anyway, here's a GIF of it in action:

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July 7th, 2019, 00:54
I got bored, so I worked on making the area maps show where the doors are located. (Well, the normal doors, anyway…the secret doors don't show up like this).

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July 7th, 2019, 01:47
The maps only rotate in the BT remasters when you don't have a compass spell active. Personally I much prefer it when they don't rotate as it makes navigation far harder if your destination keeps moving on the map. Just make your current location an arrow facing in the direction you are looking. North on a map should always be up.
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July 7th, 2019, 13:55
Originally Posted by bjon045 View Post
The maps only rotate in the BT remasters when you don't have a compass spell active. Personally I much prefer it when they don't rotate as it makes navigation far harder if your destination keeps moving on the map. Just make your current location an arrow facing in the direction you are looking. North on a map should always be up.
Better?

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July 7th, 2019, 14:28
Yeah I prefer the arrow cursor to a rotating map as well. The latest example looks good to me!
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July 7th, 2019, 15:05
Originally Posted by Pongo View Post
Yeah I prefer the arrow cursor to a rotating map as well. The latest example looks good to me!
Me too.

And this is exactly why I seek feedback. There's been a couple of times along the way where folks have provided feedback that has pushed me to fix something and it ends up making the game better. Doesn't always happen and I don't always agree with all feedback, but sometimes it's the push I need to rethink something.

So, I always appreciate it when people take the time to post. Keeps me motivated anyway!
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