madsoft:

As a thank you for getting Project: Velyria’s Facebook page up to 1900 Likes, here’s a new preview!
We’ll post the next one at 2000 Likes (whoa!), so don’t hesitate to spread the word, invite your friends, and like our Facebook page if you don’t already! Also, don’t forget that you can use your referral links to earn bonus rewards before the game launches!
Like Us On Facebook!

madsoft:

As a thank you for getting Project: Velyria’s Facebook page up to 1900 Likes, here’s a new preview!

We’ll post the next one at 2000 Likes (whoa!), so don’t hesitate to spread the word, invite your friends, and like our Facebook page if you don’t already! Also, don’t forget that you can use your referral links to earn bonus rewards before the game launches!

Like Us On Facebook!

brianthuff:

Is there anything a natural 20 can’t do?

This is a poster idea I developed to show off the amazingness of tabletop rpgs.

impalaorbust:

she wears short skirts

I am groot 

she’s cheer captain and 

I am groot

madsoft:

Weekly Feature: Fanged Gambit & Barbed Gambit - Level 45 Daggers
This dagger hosts an intricate microcircuit. Each spring-loaded fang can be programmed to deliver a different poison directly into a wound, reducing the amount of poison necessary to induce a toxicity response.
Daggers are not awe-inspiring weapons. They do not invoke pride in their wielders. They do not reduce their opponents to whimpering, cowering sobs at their unsheathing. A scout knows a dagger’s power does not lie in its reputation, but rather in its practicality. Slipping between armour plating, targeting an enemy’s weakest point, ending a fight before the opponent knows it has begun: these are the skills that draw assassins to the dagger. Very few large-scale battles have been fought by armies bearing daggers, but a quiet thrust has ended many a war.
Daggers are exclusive to the Scout class advancements. Click here to read about them.
Don’t forget to check back next Tuesday for more from the world of Project: Velyria!

madsoft:

Weekly Feature: Fanged Gambit & Barbed Gambit - Level 45 Daggers

This dagger hosts an intricate microcircuit. Each spring-loaded fang can be programmed to deliver a different poison directly into a wound, reducing the amount of poison necessary to induce a toxicity response.

Daggers are not awe-inspiring weapons. They do not invoke pride in their wielders. They do not reduce their opponents to whimpering, cowering sobs at their unsheathing. A scout knows a dagger’s power does not lie in its reputation, but rather in its practicality. Slipping between armour plating, targeting an enemy’s weakest point, ending a fight before the opponent knows it has begun: these are the skills that draw assassins to the dagger. Very few large-scale battles have been fought by armies bearing daggers, but a quiet thrust has ended many a war.

Daggers are exclusive to the Scout class advancements. Click here to read about them.

Don’t forget to check back next Tuesday for more from the world of Project: Velyria!

(Source: how-ood)

My internet is finally working again.

image

What’s been going on in Internet-land?

Screenshot Saturday #5

madsoft:

Hello everyone!

In this week’s post, we’re going to discuss the skill tree and some of the little aspects that power each skill!

As in many traditional RPGs, Project: Velyria features three skill categories:

  • Mastery: These skills increase your proficiency with a certain type of weapon. Higher proficiency means more stable damage with that specific weapon type.
  • Passive: Passive skills directly affect your character and do not need to be activated. They can apply permanent boosts to your stats or function as active skill prerequisites.
  • Active: Active skills are the kind you can use in battle to fight your enemies. They don’t always deal damage, sometimes they work like a passive skill, but with a temporary effect that only lasts a certain number of turns after being activated.

The screenshot below shows the details of an active skill (click for full-size):

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Skills are also assigned types, which are there only so the player can quickly and easily identify what kind of active skill they are choosing in battle. The small icon in the top left corner of the skill hoverbox is the type indicator (click for full-size):

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The one shown in the screenshot above (the lightning bolt), indicates “damage dealing.” There are six types of skills:

  • Heal: An active skill with this type assigned to it means that its primary role is to heal the player.
  • Buff: Active skills assigned that type will apply status effects that buff the player or other targets.
  • Debuff: Similar to the buff type, except the status effects that it would apply will debuff the target.
  • Damage Dealing: Those skills focus on dealing damage to the target.
  • Mastery: This type is usually only applied to skills of the “Mastery” category. Meaning you will never see this type in combat or on active/passive skills.
  • Bonus: This type is usually assigned to passive skills that apply a permanent bonus to the player. Such as a health or defence increase.


Of course, the type icons don’t indicate everything a skill can do. It is very possible that a skill can deal damage and apply a status effect, heal the player and damage the enemy, or even apply buffs and debuffs at the same time. The type icons are only there to indicate the primary role of a skill. If we think the players will mostly use a certain skill for its damage dealing aspect over the status effect it has a chance to deal, we will give it the “damage dealing” type.

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(Click for full-size)

As you can see, clicking on a skill will show its details in the sidebar. Details include the skill’s level, description, target, cost, cooldown, blocks, power increase method, and a preview of what the stats will look like at the skill’s next level. You will also notice, towards the end of the gif, that the skills fade in and out. There are buttons outside the gif (visible in the previous two screenshots) that allow you to highlight skills based on their category and class. This will be useful when you reach a very high level and have a ton of skills visible in the tree.

There are a few skill details that need to be explained:

  • The cost will not always be NB (Nanobots, the “Mana” equivalent), sometimes a skill will cost HP or other stats, so you have to be careful when using skills!
  • The blocks, as seen in the “Powerful Slice” skill, are what powers the skills. This is somewhat complex, but it’s properly explained in the game and you only need to pay attention to it if you’re the kind of player that loves micromanagement and devising strategies in battle. There are several types of blocks and they indicate what kind of actions a skill will be performing during one or more turns.
  • The Power Increase Method indicates how a skill progresses when you spend points on it to level it up. The graphs should be pretty self-explanatory, so I will post them all below.

image

Stable: The skill’s power increases in a stable manner.

image

Exponential: The skill’s power increases more and more every time you spend a point on it.

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Even: A skill’s power only increases the first time you spend a point on it. The remaining times will affect something else, like lowering the cooldown or cost.

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Burst: A skill’s power only increases every time you spend a certain number of points on it. In this case, two.

And that’s all for this week! We hope you enjoyed this sneak peek into Project: Velyria’s skill and training system. We’d love to hear your feedback so we can continue to improve prior to the game’s release.

We’re not sure what we’re going to show off next Saturday. If you have any suggestions, feel free to let us know in the comments below!

I’m not dead yet.

My internet has been out for the past two weeks.

madsoft:

Weekly Feature: Silver Servant & Bronze Butler - Level 25 Whips
Using an embedded neurotransmitter, the handle of this whip can communicate with the wielder’s central nervous system, directing the lash to the desired target.
Precision, accuracy, and speed: these were the prized qualities for scientists working in laboratories on the Homeworld. When those laboratories migrated to the planet’s moons and artificial satellites, the development of the whip to extend the arm was only natural. On Velyria however, the whip has evolved an altogether more violent purpose. Still, a whip is, in many ways, a thing of beauty. The slender taper of the lash, its elegant arch as it flashes through the air, the resonating crack as the tip finds its mark… Some would say there is an art to its wielding. A technician would call it a science.
Whips are exclusive to the Technician class advancements. Click here to read about them.
Don’t forget to check back next Tuesday for more from the world of Project: Velyria!

madsoft:

Weekly Feature: Silver Servant & Bronze Butler - Level 25 Whips

Using an embedded neurotransmitter, the handle of this whip can communicate with the wielder’s central nervous system, directing the lash to the desired target.

Precision, accuracy, and speed: these were the prized qualities for scientists working in laboratories on the Homeworld. When those laboratories migrated to the planet’s moons and artificial satellites, the development of the whip to extend the arm was only natural. On Velyria however, the whip has evolved an altogether more violent purpose. Still, a whip is, in many ways, a thing of beauty. The slender taper of the lash, its elegant arch as it flashes through the air, the resonating crack as the tip finds its mark… Some would say there is an art to its wielding. A technician would call it a science.

Whips are exclusive to the Technician class advancements. Click here to read about them.

Don’t forget to check back next Tuesday for more from the world of Project: Velyria!

fyuzhn replied to your post “Have you ever met someone so disgustingly nice and well-mannered that…”

Well, I mean, were they REALLY creepy deaths or just simple beheading by showerheads? Cause your supervisor could be overreacting is all.

Here’s a select few examples:

  • You will accidentally walk into a wasp nest and as you flee from the swarm, you will tumble into an open manhole.
  • After eating twelve boxes of Kraft Dinner and drinking six two-litres bottles of Diet Mountain Dew, you will suddenly explode.
  • You will fall in love with a cactus and you will attempt to show your affection… physically.

I thought it was funny? Apparently even goofy deaths are considered creepy by the average person.