Cosmar wrote:Could we maybe see a video snip of a battle, to see how it flows? That would be awesome.
Lekon wrote:Any chance we could get a short video clip of it in action so we can see how the new stuff plays? It looks like the sideways view of the game will help out in seeing what spells are up for me.
Sorry, no video for now. Too much stuff still works on placeholders or isn't finished (interface for example). It would suck if the whole experience would be spoiled by walking stickmans in place of some monsters. I can make a video when the game will be more or less content-complete.
Nightshade wrote:Judging by the battle screen shot, I'm guessing that there will be an additional section of the HUD for selecting spells and abilities. Will this be above or below the arena? And will spell selection and casting be controlled more or less like it is in Magi? Will you keep the queue?
We're keeping the queue and it's going to be placed below the battle screen. It has been reworked and improved in many aspects. I'll post more info about the new system later. Also, all the unnecessary stuff (like attributes) is gone from the battle GUI and was replaced by the tooltip display.
Will there be any new or majorly overhauled spells (you don't have to say which ones)? Or do you plan to keep the classic 28? Will curses still have a chance of failure?
There are still 28 basic spells, but many were reworked or replaced by new ones. I removed all the spells that wasn't that fun to use or that could be replaced by something more useful. In general, protective and cursing magic experienced a major overhaul to make the spells more dynamic, "active" and exciting.
For example - Breach curse was replaced by Devil's Mark - a hex spell that makes the enemy burst in flames when you land a hit. Similiar premise (damage boost), but so much more satisfying.
It still changes on daily basis when me and Marius play and then message each other that "You know, the spell X could use Y, or maybe we should even make it work completely different". I think I'll post the list of the new spells eventually.
Curses aren't based on chance anymore, now the target's Resistance just affects their duration.
Will you be using any ideas from the character suggestions thread?
Most likely yes. I plan to add 5 characters from that thread.
Will any spells take advantage of the side view and, for example, fly over or under an enemy's shield or summon? Will flying summons behave differently from grounded ones? Will gravity have an effect on any spells?
Initially that was the plan, but after some testing we've came to a conclussion that missing fireballs and such stuff are more frustrating than fun. Now it's mostly a visual effect, but it's still there.
Is the objective still defeating Death?
Yes. I think that the metaphor of overcoming the death is very important for this game. I actually plan to push that concept further and make it deeper.
Is this still being developed in GM?
Yes. GM is awesome! It has its shortcomings, but it still rocks hard!
Will there be online play?
Maybe.
Is Lurk really an extra-terrestrial?
So they say. During the day he's just a normal person, like you and me. But at nights he turns into an ivincible superhero sent to Earth with a mission of pumping awesome art!
Lekon wrote:Are you still going to be using the same mechanic for spell casting? (power up, power up, *boom*) or has it been tweaked any?
For the most parts it's very similar.
Roman-the-evil wrote:Are there going to be a lot of animations to make characters look "alive"? In original Magi all characters were quite static asides of spell casting.
Edit: like for example: breathing animation, emotions as response for being hit or landing a hit, and so on. All this great looking artwork will not be as good if it will be static.
I agree. Characters and background in ArcMagi are all fully animated on Mortal Kombat/Street Figher level, maybe a bit smoother. This is the Witch's casting animation for example:

Are you going to make a campaign of sorts? i.e. with a storyline
Yes.
Are you still going to work on updating Magi 1?
Not actively. But if a need for a fix or an update would arise, I would make it.
Would it be possible to rework the system of "edge" stat of characters? Problem is, for perfectionists like me edge stat has to start at 1 to maximize the effectiveness of it being "edge". That makes some characters somewhat unplayable, if one follows the 1 at edge stat plan.
I know. Yes, it's reworked. Now edge makes the respective attribute have a bigger effect.