Dungeons and Dragons: Rise of Warduke

Complete Dungeons & Dragons: NEW RELEASE! 0.1.0

No permission to download
Project is completed.
Yeah, the game is harder if you play with only one character. You may have to switch between them to face some challenges. Taking the cleric to an undead infested zone will make it so easy you will think it's broken. ;)
The thief is not good on stages where you fight hordes of enemies at the same time, but excels on those with lots of traps.
Overall, the melee oriented, heavy armored characters provide the easiest route. I think the Fighter and Dwarf are the most straightforward (also Paladin and Cavalier, to a second degree) - you can probably single play with one of them and not worry too much.
But the Mage is so fun! And the Elf, when you get the Polymorph spell... kind of cheap, but full of win! <3

From my previous playtest (didn't get the time to play final version :( ), I felt the Elf, Thief and Bard needed some melee boosts. I honestly think they wouldn't be overpowered with more special attacks and some increased damage (especially the Bard).
 
congratulations my friend!
i'already know this is a great great game  ;) but i can't wait to try the final release, finally!
hope to have some time to test it in the weekend.
But again, congratulations, you deserve all the good things!
 
Pierwolf, your contributions to this game were significant.  Aside from the many monsters, you also ripped the Dwarf, Thief, Fighter, Priest and Mage from Shadow Over Mystara.  Not to mention the great world map/ quest system you created for Knights and Dragons and the brilliant music. 
It's great to see you back on here, you've been missed!
 
erf_beto said:
Yeah, the game is harder if you play with only one character. You may have to switch between them to face some challenges. Taking the cleric to an undead infested zone will make it so easy you will think it's broken. ;)
The thief is not good on stages where you fight hordes of enemies at the same time, but excels on those with lots of traps.
Overall, the melee oriented, heavy armored characters provide the easiest route. I think the Fighter and Dwarf are the most straightforward (also Paladin and Cavalier, to a second degree) - you can probably single play with one of them and not worry too much.
But the Mage is so fun! And the Elf, when you get the Polymorph spell... kind of cheap, but full of win! <3

From my previous playtest (didn't get the time to play final version :( ), I felt the Elf, Thief and Bard needed some melee boosts. I honestly think they wouldn't be overpowered with more special attacks and some increased damage (especially the Bard).
In the beginning the paladin was the best choice, really strong in the defence but lacks speed. The paladin really receives little damage from the enemies and takes a good portion of their lives. His animation have a few frames less compared to the others, but gives the feel of controlling a heavy character. but with that heavy armor...
Your tip really worked for me,Count Monte
 
Count Monte said:
Glad it worked!

One of my goals with this game was to use the Greyhawk setting (it's the oldest campaign world in D&D, created by Gary Gygax) and feature the characters from LJN's D&D toyline.  Strongheart the Paladin was the main 'good guy' from the toys, and he and Warduke also appeared in the D&D cartoon:

Strongheart
http://www.dungeonsdragonscartoon.com/2009/08/strongheart.html

Warduke
http://www.dungeonsdragonscartoon.com/2009/08/warduke.html
I like the D & D cartoon(in my country it is called "Caverna do Dragão" something like Dragon's Cave translated).I'm fan of  Presto and Erick ...
Unfortunately the cartoon do not have a final episode.
I didn't know Paladin and Warduke were from the cartoon too. :)
 
I honestly can't wait to play this. I've been waiting years for it. But just out of curiosity, how long was the development period for the game? I think it was something like four or five years at least.
 
Something like that.  Although the first version of the game was a crude start, I did end up ripping a lot of backgrounds from Knights of Valour and making orc sprites etc that ended up in this build.  So I'd say 3 years of Bloodbane and I working hardcore.  If we knew the amount of work it would have ultimately taken I doubt we would have started:)
 
I like the D & D cartoon(in my country it is called "Caverna do Dragão" something like Dragon's Cave translated).I'm fan of  Presto and Erick ...
Unfortunately the cartoon do not have a final episode.
I didn't know Paladin and Warduke were from the cartoon too. :)
[/quote]

Kelek also appeared the cartoon episode "Valley of the Unicorns" - he was after unicorns so we put a quest in our game where he's trying to capture a unicorn.  If you look in his room, you'll also see a unicorn head mounted to the wall:P
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There were some illustrated books and recordings that are rare and hard to find, we incorporated them as sidequests in the game:

AttackAssassins0001.jpg


BlackDragonBog0001.jpg


QuestRiddles0001.jpg


add-forest-of-enchantment.jpg


add-treasure-of-time.jpg
 
Very awesome game! I have some questions : 1 : How do i equip itens? I've got a ring that is in my inventory but i can´t equip it, and the first glove is nowhere to be found.
2 : How to quip spells? I've got a spell on the sewers, but is nowhere as well, thanks! And keep up the awesome work
 
Yes, I'm the same Count Monte/Skiff from MUGEN.  It's been a while since I worked on MUGEN though!

Hi Rafael - I can help with your questions:
1.  Any armor or rings/earrings/necklaces will be automatically equipped.  The game automatically upgrades to the best armor available.
2.  If you find any spells, or weapons and can't use them with your character, it means they work with a different character/class.  Magic spells are usable by the Mage and Elf (the Cleric and Paladin has his own different set of spells you can buy).

Hope that helps!
 
That might be something to look into for future updates. There is so much you can do, but very little clear in game prompting. For example, when you pick up a ring of protection: "X has equipped Ring of Protection - defense up!" or "You found Hold Person. It has been added to Cleric's spell list!" That would go a long way to help the confusion.

Having some kind of visual indication of who can be talked to would be helpful as well. It's frustrating to go around checking and checking, not being sure if you aren't in the collision area or that character is just scenery.

I would even go so far as to give "pop up" playing tips in the first quest and first town. "Talk to everyone you can and visit stores to stock up for the battles ahead". "Shannon has no armour, but her evasive handspring (b + Attack) eludes the most powerful attack or spell." Basically any passive character abilities should be clear to the player from the get go.

Think about it from the perspective of someone who hasn't and probably won't ever see this site. You don't give away the secrets, but you do have to let them know secrets are there and explain how to look for them. Otherwise they won't bother and all your hard work is wasted.

DC
 
All good suggestions Damon.  We will definitely do that for the next update.

I come from playing old school games like Ultima 1-5, where you had to talk to every NPC, and also the questgivers didn't have an exclamation point over their head.  You had to grind and figure it out.  And there was no compass on the world map pointing where you should go.

The upside to this is that the sense of accomplishment when you do finally figure something out is greater.

This game is designed so the casual player can go through and finish the main quest line.  In order to find all the secrets will require more dedication.  Considering how much work went into everything, it will be a shame if most players never figure it out.

But you're right, only hardcore players will find all the secrets.
 
Thanks a lot count Monte, it really helped!

Where can i keep updated on all your projects? You have a facebook page or something like that?
 
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