<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><HR>Weather effects: there will be a *weather system* in the engine, tracking movement of winds, temperatures, air humidity, etc.
You go to sleep in an inn after a bright sunny day and you wake up next morning, look through the window and see nothing but thick fog and it's cold out there... the southwest wind arrived... [img]images/smiles/icon_wink.gif[/img]<HR></BLOCKQUOTE>
EEK! You surprise me all the time with what you're planning for the game.
<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><HR>Classes: no more classes... I want to stick very closely to the world of Hexen, meaning 3 orders and 3 character classes. OTOH I already planned out a dual-split for each character class, making as good as 6 classes in the end:
fighter ==> Blademaster (less health and strength, but more agility and intelligence) and Barbarian (brute strength, a lot of it, and tons of health, like up to 3-500 or more)
cleric ==> Missionaire (aggressive, rather offensive spells, more health, strength) and Healer (defensive, peaceful, but can even do real miracles towards the end of the game, like turning away a whole troop of monsters at one wink so they all go to pick flowers :P)
mage ==> Battlemage (offensive spells of great power, can be cast quickly in the middle of a battle, more health and some physical fighting skills) and Arcane Mage (spells that can't be cast in a second or 2 but might take up days of preparation, but have immense power like opening a rift in the desert, very fragile of health, virtually zero physical skills, spends a lot of time in his tower and learns new spells)<HR></BLOCKQUOTE>
Well, personally I've never liked having "fixed" subclasses in a game, in the end it just makes me think "Hey, I want that spell of the Arcane Mage, but still be able to "input cool thing another class can do!"", so what about instead of having subclasses we make some sort of "free gain system". So, for instance, instead of giving a player a spell when he gains a level, let him *choose* a spell from a spell-tree, where certain spells lead to other more powerful spells and such. Perhaps we could also make a similar skill tree, where you can gain one skill per level or something... hmmm... although skills would probably be better off given to the player when he reaches a certain point in a stat.
When it comes to RPGs I like the class/skill system ala System Shock 2, Ultima Online, Ultima Underworld 2 and other similar games like that, because they have really big freedom when making characters. In those games the only difference in the classes are the starting statistics, from there the player can choose what he likes, he can choose a Fighter at start but start learning spells to make some sort of hybrid.
<BLOCKQUOTE><font size="1" face="Verdana, Helvetica, sans-serif">quote
As for free look, see the 3rd paragraph of the Korax Mod manual, I really wonder why the fuck I did waste my time typing it... [img]images/smiles/icon_razz.gif[/img]
[removes original response, darn, I should have actually read the manual again before "trying" to remember what was writtn there]
-Remi
[ July 19, 2001: Message edited by: Tzar Sectus ]