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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
This is why I love this community... Last night I ran into a small roadblock in my work. Nothing major, but it was gonna be tricky to sort out. It was 3am by this point, so I did a quick update about the issue on the Malevolence forum just to share my frustration more than anything. This is what I wrote:
It blows my mind how something seemingly simple can explode into a lot of work. The upcoming magic system is crafting based, but you'll also be able to buy pre-crafted spells from the magic shop. These spells are generated procedurally, so you'll never know what you might find in the store. All of that functionality is working really beautifully.
But what on earth should those spells be named??? Players have the ability to name spells that they craft, and so a procedurally crafted spell should also have a name.... But what? Gah. I'm trying to get a computer to think creatively.
So I wake up this morning and, as always, check the forum, and I find that a heap of community members have come up with really awesome ideas for how I could do it! They've definitely given me lots of ways of approaching the problem and I'm diving into it today with my head buzzing with ideas!
I love my community :) You're all awesome.
Hi all! So the test team have had their claws firmly sunk into the new magic system for a little while now, and they've been doing their best to break it (quite successfully). I've been working around the clock to fix each thing as it comes up (those watching the Trello would have seen the cards flying between the columns all hours of the day and night) and things are shaping up pretty nicely.
I thought I'd ask the test team for some words of feedback to pass on to you guys to let you know how they feel about the system thus far.
"The new system gives the player control over what goes into each spell - how powerful it is, what it will do, and where it will go. By doing this, it also encourages experimentation which is very cool. I've spent a fair amount of time just putting spells together to see what their effect in game will be.
The spells with multiple effects are really sweet. Want to heal yourself while doing damage to the enemy? Want to set a trap for the unsuspecting monsters that are near by? Cause your enemies to to turn tail and run away? All of these are now completely viable. These are huge in terms of offering play styles which were not feasible before. These are just a few of the things you can do with the new system, which make it a lot more fun to play, along with the ability to customize your character (all fire spells for example) much easier than it was before.
It's much more fun to be a mage now, no question. I feel the system is simple enough to get a grasp on, at the same time retaining enough flexibility that there is a lot of room for creating spells unique to your character. An excellent addition to the game."
"The versatility of the new magic system is fun and gives mages a feeling of power and control. When items enchanting is implemented it will do the same for other play styles too. Some serious incentive to go looting!"
"Trap spells, projectile spells, healing spells, etc., they are all here just waiting for you to create and name them."
"So i have never been a mage in a game but i like that i can cast spells. This system makes it so you can cast spells you want, sell things you dont want to use as casting materials. I can also honestly say that ive never seen the spells used in this way before and like how its implemented because YOU control what the outcome is(providing YOU can find the pieces you need) instead of relying on some pre determined book that does X Y or Z and you cant change or modify that. Well in malevolence you CAN change the way spells work by finding the correct gem to use in the correct spell disk. yeah, might make mages harder, but def makes them more rewarding in the end."
So it's coming along nicely. Quite playable and usable at the moment, just rounding off the rough edges and getting values balanced a little bit (accidentally made poison traps so powerful that ogres died instantly when walking over them hahaha - that sort of thing)
But we're nearing finish on that, then it's just the simple matter of linking up the pretty visuals (the system is fairly ugly at the moment while we get everything working) and then linking the system to the boss monsters so that they can use the magic too (because I'm evil like that) and it'll be good to go!
Now for the real question.... Who's played Fallout 4 yet? I haven't bought any new games in about 3 years, since I dev rather than play, so I have to live vicariously through you guys hahaha
“Old school RPG with modern technology? Check. Looking for funding? Check. Is Malevolence: The Sword of Ahkranox worthy of your money? Check.”
The Indie Game Magazine
“As a huge fan of games like the Might and Magic series ... I am pretty excited for this game.”
“There’s a glowing green circle on the dungeon floor. Should I stand on it? Of course I should. Green means go. Nothing bad is ever green. So I step into the circle, and it poisons me. But look, that’s OK. Hit points are falling off me in clumps, like hair off the elderly, but over there on the wall is a font of pure, life-giving water. I race toward it and drink: it is also poisoned. Stumbling and reeling, I step back from the vile stuff onto a spike trap and die.”
COPYRIGHT(C)2014 ALEX NORTON - VISUAL OUTBREAK
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