The Demo only takes you through one session of combat, but each time you play you will face a group of enemies with varying capabilities and strengths. Sometimes you will win easy, sometimes it will be a battle, and sometimes you will face certain destruction!
http://www.greatworkgames.com/testdistro/wtgs-dist.jnlp
Best played at 800x600 or 1024x768 resolution (those were the design sizes, but it should scale if choose a larger size). Since this is a no frills demo, your graphics window may hang in blackness for 5-10 seconds while the program charges up. No sound is available on this round. The demo should work on Windows XP/Vista, Linux, and MacOS. Java VM 1.6 or higher is required. Go to http://www.java.com and get it if you don't have it.
CONTROLS:
Arrow Keys: Menu Navigation
SPACE Bar: Select Menu Item
Esc: Cancel Action, Move Back One Menu, Exit Game from Game Over Screen
F-12: Exit Game From Anywhere
MENUS:
ACTION: Main Menu
-> ATTACK: Physically attack an enemy
-> CAST: Cast Magic
-----> Heal: Single, regain a small amount of HP for one player
-----> Super Heal: All, regain a small amount of HP for all players
-----> Small Fire: Single, damage enemy with fire based magic
-----> Big Shock: All, damage all enemies with lightning based magic
-----> Poison Air: Single, poison an enemy
-> USE: Use Item
-----> Potion: Single, regain 100 HP (you'll need this!)
-----> Ultra Potion: All, regain 100 HP for all party members
-----> Zap Bomb: Single, prevent an enemy from using magic
-----> Neuro Tea: Single, regain 50 MP for a party member
-----> Remedy: Single, recover from all status effects
-----> Sick Bomb: Not implemented
->TALK: Not Implemented Yet
-> GUARD: Not Implemented Yet
-> ESCAPE: Escape from Battle/End Game
Enjoy!!!
Tuesday, March 10, 2009
Friday, March 6, 2009
Demo Nine
Another phase of integration and improvement has ended!
The following video shows expanded Enemy AI (cranked up to nearly a boss fight level), Status Effect Administration, and Recovery Bottle Usage. The first two rounds look like this (in words):
ROUND #1
(Gold Witch (2): Big Shock -> All Friendlies)
Starman: Zap Bomb -> Blue Witch (0)
Stella: Poison Air -> Blue Witch(3)
Blue Witch (1): Physical Attack -> Starman
Blue Witch (0): Remedy -> Self
Blue Witch (3): Physical Attack -> Starman
ROUND #2
Gold Witch (2): Big Shock -> All Friendlies
Starman: Ultra Potion
Stella: Big Shock -> All Enemies : Blue Witch (3) is ko'd
Blue Witch (1): Physical Attack -> Starman
Blue Witch (0): Physical Attack -> Starman
ROUND #3 and beyond:
(... see video below ...)
MUSIC by Raum.
The following video shows expanded Enemy AI (cranked up to nearly a boss fight level), Status Effect Administration, and Recovery Bottle Usage. The first two rounds look like this (in words):
ROUND #1
(Gold Witch (2): Big Shock -> All Friendlies)
Starman: Zap Bomb -> Blue Witch (0)
Stella: Poison Air -> Blue Witch(3)
Blue Witch (1): Physical Attack -> Starman
Blue Witch (0): Remedy -> Self
Blue Witch (3): Physical Attack -> Starman
ROUND #2
Gold Witch (2): Big Shock -> All Friendlies
Starman: Ultra Potion
Stella: Big Shock -> All Enemies : Blue Witch (3) is ko'd
Blue Witch (1): Physical Attack -> Starman
Blue Witch (0): Physical Attack -> Starman
ROUND #3 and beyond:
(... see video below ...)
MUSIC by Raum.
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