Betas are available on every distribution channel for the game, including github! Make sure you’re opted in to getting beta notifications in the settings.
Betas are available on every distribution channel for the game, including github! Make sure you’re opted in to getting beta notifications in the settings.
It isn’t the final iteration but it closer to it, at least in terms of hair color. I originally wanted to keep the OG vanilla 0.1 sprite intact for longer, but recent world events made me decide to ditch the orange hair ASAP.
Yeah, unfortunately it’s just not really feasible to add. The whole game is designed around one player and lots of things would break or not play well, and that’s before the trouble of adding networking code.
No guarantees just yet, but I would like to provide some ways to buff the Clerics innate starting spells.
It is in fact called the ‘holy tome’ in game, I agree calling it spellbook would be confusing, especially as ‘unstable spellbook’ is already an artifact.
As mentioned, some visuals are WIP. The current sprite is the original hero sprite (see my previously post about this), and will be changed before release.
Thanks so much for the kind words! Hearing stores like this does make me feel a bit old, but it’s great to hear you’re able to share the game with your son.
Yep, the Cleric is essentially an inversion of the other classes having talents that favor passive or triggered effects. Instead the Clerics talents are mostly new abilities, but they all share a resource meter and are activated from a single place.
In that case you might want to reconsider the use of the term ‘AI’ in your description of such images, which unfortunately means something very specific when it relates to images on the internet right now. Is there any reason why you wanted to use this apparently very sophisticated custom approach when something extremely simple like a nearest-neighbor upscale already works very well for pixel art?
That’s the skeletal ‘death’ sprite, for a brief time the hero kept their hair on death!
What software is that, out of curiosity? Either you’re not referring to the same type of AI as the type of generative machine learning algorithms that are commonly used today (which is a fair misunderstanding, given all the naming is marketing BS and not at all descriptive of the technology) or you’re referring to a locally run generative model, which still needs a huge amount of training that was presumably done by it’s developer before distributing the model to run locally.
Sorry but I’ve removed your post. AI generated content is not allowed here as it violates rule 3: “Do not use other’s work without giving credit”. Generative AI is trained using vast amounts of other people’s work, taken without consent, and so giving credit is impossible.
I do think showing off the Cleric’s spritesheet is a neat idea though (If I could have just edited your comment I would have) so here is the coment with the AI generated image replaced with an upscaled one:
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The original leather sprites from 12/08/2012.
upscaled:
Great way to bring back a classic.
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It fluctuates, and does depend a bit on how you interpret the numbers, but atm it’s the mimic tooth! It’s a very spicy trinket, in a way that people really enjoy, but the chance of getting chomped by an ebony mimic is not worth the reward to the average player.
“Holy Warrior in a mix of cloth and plate” is a pretty common character concept. I will say though that the upper chest guard was a particular stylistic choice by Aleks, but I don’t think it had a specific character inspiration.
I do hope a more supportive playstyle is possible, but do keep in mind that because of the way Shattered works, the Cleric will mostly have abilities that support themselves.
Afraid that is intended, artifacts need to be identified to work, so they aren’t included in the logic for the shard of oblivion currently.
Not gone, just moved! You can see it at their side on the right.
Cave spinner webs are treated as solid terrain, which does mean that most movement effects can’t go through them, just like they can’t go through walls.
Levitation letting you go through the webs is actually not intended, thanks for letting me know about that inconsistency, I’ll look into it.
EDIT: Ah, I see what’s happening. The web effect is actually processing correctly, but levitating makes you immune to the rooted debuff. Perhaps at some point a ‘webbed’ debuff might be more appropriate here, but this is technically intended for now.
You’d be surprised how much a particular player’s perspective can influence what they think is objectively powerful and what isn’t. Just as an example, the rat skull is one of the highest winrate trinkets in the game, due to the added value from drops from rare enemies. There are of course some trinkets that the majority opinion is correct about though, I would like the censor to be less trouble for it’s benefit for example.
Yeah Mangband is a good example of why I don’t think this would work for Shattered.
If there’s ever any sort of mutliplayer it would probably be more minimal or asymmetric, such as two players playing separate games of the same dungeon, but are able to pass items to each other.