Travel the World of Yore, searching for the Element Shards
Explore cavernous dungeons, treacherous lairs, underground Dwarven cities, haunted catacombs, mountain passes and much more
Hours of story/campaign
Embark on side-quests to help uncover some of the games secrets, locate the finest items and Graduate your characters
A whole world of lush, hand-drawn graphics (pixel/sprites)
Choose from four fully upgradeable character classes from the start
RPG skill trees for each of your item slots, and a 'passive' skill tree to fully customise your characters (over 1,000 upgrades across the game)
Take your characters to level 50, and Graduate them into Legends of Yore
Kit them out with items in multiple slots of equipment (armour, helmet, footwear, amulet, ring and 2 'artefact' slots) and decide how you want them to advance through the story
Independent multiple character/game saves
Unlock greater difficulty modes for levelled characters
Hundreds of usable items, armour, artefacts, pieces of jewellery, etc, to be uncovered on your journey
Over 50 unique enemies with individual characteristics and behaviours based on D&D Lore, including ambush tactics, self-preservation and targeted attacks
Unlock Challenge District levels for testing your character at Yore's toughest challenges and earning great rewards for in game use
Collect all the medals and unlock bonus equipment and items
Full gamepad support
Project Forums
Topics
Posts
Last Post
Public Forum Public forum for open project discussion
Hey peeps - I'm back, and there's been lots of engine progress made on YOKOY so it's time for a cheeky toolbar explanation; this time, your 'quick-stats' panel. It all speaks for itself really, although I will add a few little bonus notes.
All enemies in the game have the same four stats as playing characters, and these are similarly used to determine attack and defence values. Additionally, the values are used when 'checks' are made: for example, if as a Fighter you attempt your Level 1 Disarm skill on an enemy, it will make a random check using your Strength as a base, versus the enemy's Dexterity.
Also, higher intellect, spell-casting enemies may try various combinations, such as casting a 'brainless' spell to reduce your intelligence, which in turn will temporarily reduce your magical defence - he will then attack with regular magic spells knowing they will have greater affect.
FYI, these updates do not reflect the current progress, I'm much further in than toolbar coding just feel like releasing some stuff.
Hi everybody - lots of progress made since the last update, so I thought I'd start a 'mini-series' of updates covering the game toolbars & mechanics. In-game, you will gradually be introduced to concepts and toolbars to ensure players don't get intimidated by an information overload, so that is also my intention here.
The visual XP counter acts as a gauge to reaching your next level, and works well; with 72 animation frames, it shows accurate, detailed progression.
Your Potions highlight as you move over them, and each character is limited to a set amount they can carry though this can be changed for some classes; for example the Fighter can increase his Belt capacity with a passive upgrade.
The HP and MP bars not only act as a visual guide, they also show numerically your current and maximum values. Everything works in sync, and levelling up, or adding stat points will affect your values, as well as various character abilities and temporary boosts.
The Fixed Character Items are a key part of the Yokoy system - I won't go into detail here, as that can wait for the Skill Tree Toolbar update, but each of the 6 characters has 56 items (which can be upgraded to Bronze, Silver then Gold) spread across 6 tabs (one passive, 5 usable items) and define that character completely. For example, the Ranger has his Bow, a hand-weapon, special ranged attacks [such as exploding arrows and swarm attacks], his traps and camouflages, and the ability to summon various familiars to assist him. His passive upgrades are also individually geared to his class, and compliment his playing style.
Anyway, I hope you enjoy what there is of this minor-update, and look forward to any comments.
To drive this project forward I am now removing the online & co-op play elements of the game for now.
This is because I don't think MMF and the (excellent) online extensions can cope with where I want Yokoy to be - so rather than to do a half-hearted effort, I'm going to wait.
On the plus side, I have now been able to drive forward on progress, so expect more frequent updates - and hopefully more teasers.