---[Oblivion]---
Deal 300% damage to all enemies within 8 tiles and burn them for 6s
The oblivion will last for 8 seconds
The oblivion beam will fork into 2 beams
---[Bless]---
Give player a protective sphere that absorbs 30% damage for 30s
Player completely immunes to all negative effects for 10s
Player completely invulnerable to all damage for 6s
Darkness: Damage to all nearby enemies and blind them
Darkness:Unleash 2 deadly homing hollow vortex
Darkness:3 vines of darkness will be spawned
Darkness:Repeat this horrible attack for 2nd time
Cure:The 15% of HP will be healed
Cure:Recover additional HP from MP
Cure:Cleanse all negative effects
Cure:Cancel all hostile projectiles
my 2nd talent tree is now done!
All the talents are fully tested and operational, but recording them all will cost me more time.
So I uploaded two screenshots for those who want to take a glimpse first.
Next week or the week after next week, I will upload videos to show how this talent tree works in my ARPG game
Player's projectiles:
1:Randomized Single
2-Double Cosine
3,Arc 3-way
4,Randomized Giant
5,Core and cosine
6,Boomerang Circle
7,Contra fireball
8,Contra fireball plus
The laser weapon at the very start is from the weapon itself, other projectiles are from the events/variables.
Orb features:
Normal orb:Basic orb
Lightning orb:deal AOE damage
Laser orb:Additional laser beams and can be further upgraded to fork lasers with wider beams!
Projectile orb:shoots homing projectiles (explode)
Wings orb:deal rapid damage to all surrounding enemies, upgrade it to get even larger wings or stationary orbs as an alternative upgrade option!
Game features
1, Summon laser pillars upon killing, rotate, and shoot lasers for 360 degrees(can be further upgraded, not shown in this video)
2, Laser can be upgraded to shoot fork lasers(3-way, 5-way)
3, Different Laser have unique loot! (HP/MP/TP)
4, All lasers can rebound and get much wider!
AABS laser beams features:
1,Shoot penetrating laser beams for player's normal attack
2,Beam's width/damage/comsumes/loot can be controlled by events/variables with great flexibility
3,Beam can rebound to walls or certain regionID
4,Can play SE when shooting beams
5,Beam's images can be solid images or animated ones.
AABS rotating sphere, features are as follows:
1, Player can summon those spheres by doing a skill
2, Player can summon multiple/random sphere by doing that skill again and again
3, The damage/radius/speed/direction/duration can be controlled by variables and events with great flexibility
4, The sphere will attack targets ONLY there is a target
1,Randomly generate events with planted spawner events(great flexibility for customization and auto-match player's level)
2,Randomly enter roguelike dungeon
3,Player can exit dungeon or back to town or choose to challenge BOSS at the end of each dungeon
4,Dungeon maps can be randomly generated by a third-party tool
functionality(This is function demo not game demo)
1 The door of ABS map can open upon clearing all the monsters
2 Secret room/road arrow/lighting/whatever others can be shown upon clearing too
3 Boss HP bar and loot effect, loot jump and item name color as well as the pick-up animation effect
4 Back to town and "victory aftermath" screen for ABS maps/rooms
AABS cool perks!
1,Larger wings: make the "rotating wings" skill deal damage at a super larger area!
2,Miror Image: summon a mirror image of player and duplicate current skills!
3,Wider Lightning: the "repeative lightning" skill can hit three rows/columns!
4,Huge BlackHole: make the "black hole" skill even larger and devour EVERYTHING!
I'm going to be adding in combat animations, revamping the UI and putting in a new cutscene this week, so this is your last chance to play the MC:RIS demo in its original form! Say you were there since the beginning! https://qos.itch.io/infinite-sadness
Well. *That* was an entertaining fustercluck — and that’s not meant nearly as sarcastically as it sounds. I just had to make four different versions of the same conversation:
1: Attained MacGuffin.
2: Have not attained MacGuffin, but know its location.
3: Do not know MacGuffin’s location, but have a good idea where to find it.
4: Do not know where to look for MacGuffin.
Yep, feels good to be back. ^.^
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this is not just interface work but actual game. you can watch my previous videos to find out