@SV2.0: That's a good idea, maybe i'll do that.
The general scope of what i plan for the game actually is too huge to complete.
I'll just have to stop at a point where it is 'good enough'. I have a few screens for you, though, since i am currently testing out spells and how to do them.
What i have a problem with, though, is how to represent the 'light' spells - fire is easy, and water is very similar, for ice i have something in mind, and the others i haven't thought about yet.
I have added a feature to my version of the source code that allows me to add pawns as i like in any script. All the spells in the game will actually be pawns - also known as 'Scripted Projectiles'. Right now i have the base form of the 'Silver' spells in development. They have a target searching feature included as of now. I am not sure if i will keep that. Maybe i make an evil version of it that is an insect swarm (not too difficult to do, i sometimes get the impression of white flying insects when i look at them moving):
Fear the wrath of the holy light!
The holy insects are coming! bsssssss.....
With no mana consumption implemented at the moment, i will leave you to the question who won that fight...^^
If you have any ideas how you imagine the 'light-energy' in as light-particles then feel free to give me advice...
Movement is much more important than before. The yellow bar you see is a stamina-bar which shows if you can sprint - which is 4 times faster than walking. This gives you a benefit in battle as you can outmaneuver your enemies.
The amount of weapons has been drastically reduced. There will be now a few base types, and you can select extra weapons per character - probably around 4-7 weapons. Those have additional attributes that make them stronger against special types of enemies (for example the Dry Blade, which has the 'Dry' attribute, making it effective against water creatures). Those few base types include light weapons (short sword, dagger, rapier), one-handed weapons (long sword and broad sword), light/medium/heavy nice guy swords, and Twohanders. You can equip one weapon in each hand, but doing so is not always be a big damage boost. It all depends. You can, for example, equip 2 light nice guy swords - one in each hand - but you won't go crazy as the berserker of the century if you don't equip +speed armor. In fact, this style is so slow that you don't have the normal advantage of having more attacks per second. But if you have +speed armor then you will have an advantage because it will count for both of your arms. Just one weapon would probably be better with +str, if you want to max your melee damage.
The casting is also different, because i changed from the static 'cast' system to a dynamic system in which you load up your spell by up to 3 levels over time (1 second for each level, is my current plan). Then you can do that spell on either your weapon for additional melee damage or as a ranged spell to have, well range (as there will be no bows or crossbows). So if you like, you can kite your enemies by using sprint and casting spells, or charge into the group of enemies and do a big whirlaround (i was actually inspired by Ocarina of Time with the 'load up feature'^^, the big whirlaround will only be as the 3rd level cast on sword, and it is quite powerfull, as you can hit up to 8 times in one go; the 1st level is usually 2 or 3, and the 2nd level is 4 or 5)
At the moment the game plays fast, not so slow as the demo i once released. I like this much better.