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  #51  
Old 10-19-2012, 04:00 PM
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multimage multimage is offline
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After some testing, we decided to axe the current Cyborgette weapons. At first, she was supposed to use appliances and the player had to assume that these appliances were modified by the Cyborgette to give them power or whatever. Sure it seemed cool on paper to attack with a toaster, but once I got an electric toothbrush after a battle, it felt, well, boring. There's no way that you can be happy finding some piece of appliance compared to getting a tiger, a sword or a bazooka. So these weapons are now gone.

The initial idea was robots. She was supposed to create zombie-robots similar to herself, but less advanced. Just brain-dead attacking robots. So we asked the artist to come up with something and we are very pleased with the result. We now have 5 robot classes with each 7 materials like bronze, silver, gold etc. They look much nicer than appliances and they have that little oomph that the appliances missed.

  #52  
Old 10-19-2012, 09:05 PM
Mirkwood Mirkwood is offline
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Loving the art style, thanks for the updates
  #53  
Old 10-26-2012, 02:33 PM
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Like I said back in August, I struggled with the equipment screen for some time. When I finally managed to get a good inventory screen, I left it that way and I've been testing the rest of the game using this temporary screen for 2 months. But not any more! Here is a screenshot from the inventory screen on iPad:



Don't mind the minor flaws. Some text is still temporary but you can still get a good idea of what this screen will be like in the game. I still plan to tweak it a little but the most important stuff is there. New to King Cashing 2 is a color system that tells the quality of an item. Bronze means low quality, silver is normal quality and gold is superior quality. You can also see that some weapons now have added effects to them. Some effects occur on hit while others are permanent as long as the weapon is equipped.

I'll try to post again next week. Have a nice weekend everyone!
  #54  
Old 10-26-2012, 02:52 PM
undeadcow undeadcow is offline
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Looking forward to King Cashing 2
  #55  
Old 11-02-2012, 03:26 PM
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Here's the status screen for King Cashing 2. In this screen you can assign your skill points into your party members, into cherries or into luck. Investing points in cherries means you'll have more cherries during each fight, just like in King Cashing 1. Investing in luck will increase your chances each time something good can happen. For example, you might get more drops, more quality drops, more chances of special abilities to trigger, etc.

So that's it for this week. Have a nice weekend everyone!
  #56  
Old 11-02-2012, 03:41 PM
Mirkwood Mirkwood is offline
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Are you planning on doing a beta period for this game?

I would love, love, love to help test this
  #57  
Old 11-02-2012, 06:01 PM
LOLavi LOLavi is offline
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Cant wait for this
  #58  
Old 11-03-2012, 08:20 AM
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Still not sure about the beta, but I'll make sure to post about it on TA forums if there is one. Thanks for your offer!
  #59  
Old 11-19-2012, 09:50 AM
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Lately we've been hard at work to balance the first 2 worlds. Many things have changed since we started balancing. One of the most important change is the alchemist's weapons: the potions.

Potions were introduced very early when designing King Cashing 2. We felt they would add a different experience of gameplay for those wanting to play with them. Unfortunately, potions always suffered from a lack of variety compared to the other weapons. Knowing we had less potion types, this either meant that they'd drop less often or that the player would see the same potions more often. To compensate for this, we added other types of potions. These new potions felt forced into the design and once we started balancing, we quickly realized that they were not fun to play with.



The first to go was the cash potion. By doing less damage, this potion instead leeched cash each turn to get a better bonus at the end of battle. There was a huge problem with this: Removing a good weapon for a lesser weapon that acted as a bonus meant you would do much less damage during combat. So you had to use them in earlier fights. There was no point in doing that since harder fights yield much more cash than the potion could leech anyway. We could have made them leech more GP, but even then it was just not fun. Besides, there are already bonuses that get you more GP anyway. So RIP cash potion.




The second potion to go was the slow down potion. These made the reels go slower for a couple of turns. The amount of slowdown and the duration depended on the quality of the potion. The problem was that players who were not aiming didn't want to use the potion and those aiming found it much harder to aim throughout the whole battle since the reels were sometimes going fast, then slow for a couple of turns, then fast again, etc. This made it even harder to aim, which was not the point. So gone is the slowdown potion too.

Luckily, during last week's balancing, 2 new ideas came from a tester and it happens that both these ideas could fit for potion types. So the potions now have a full range of types like the other weapons and all of them are fun to play with while still adding a different kind of experience. I won't tell what the new types are yet but, transmutation anyone?

We might post less often in the coming weeks but I'll try to share tidbits of info when I have the time. Cheers all!
  #60  
Old 11-19-2012, 10:41 AM
Bardock29 Bardock29 is offline
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Thanks for the update. The game is looking great cant wait to try this game :-)

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