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Lihinel

Ludus Sophiae: Latter-day Saviors

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Been working o the battle system for the last 2 weeks, the basics are done, so are some advanced skills, but there is still a lot of work ahead.

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Update: New character portraits and game split

 

First off, have you noticed the new character artworks in the start post?

Those are leagues above the old mix of amateur art and character generator parts.

 

The new portraits have been made by pbjelly246, who has kindly offered her help. 

 

Welcome on board, Jelly.

 

(She also got a game of her own, Memories of Elefee, which already got a demo out.)

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The basics of the warfare system are implemented and working.

Here is a short preview: 

 

 

Every unit has certain strength and weaknesses, as indicated bay the following chart:

Warfare_Strength_Chart.png

(the unit at the start of an arrow is strong against the unit at the end of it.)

With this, all foundations of the important planned systems are done, whats left is to flesh them out and then finally go into full content production mode.

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Some additional skill(machanic)s for the battle system are done:


 

And yeah, it's not much, most of this weeks progress was erased as I decided to scrap the 11 new maps I did for a harvest moon/pokemon/stardew valley style cave/mine.

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The intro is finally complete:


Decided to upload the whole thing since a demo is likely at least half a year away anyway.

From now on progress reports will likely be further apart. (only once every two weeks or once a month)

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As mentioned before, development is a bit slower nowadays, nevertheless, the new greenhouse is done.

This wasn't really nesseccary, but I wasn't that content with the old one.
Now its a full on harvest moon esque experience with 625 fields instead of the 100 before and complete placement freedom.
It also runs better, since I now edit the parallax layers instead of changing 100 events. (And as an additional bonus, adding new crops takes way less time and only 1/12th the file size, so the whole thing is a a tripple or quadruple win.)

 

 

 

GreenhouseNew.png

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The last month didn't see much in terms of game development progress, the only thing worth mentioning is an interaction menu for NPCs and objects:

Interaction.png

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Hey there, still alive, still working hard...ly I guess.

 

The games main title changed slightly and is now pure latin instead of the original mix.


Tried to implement an equipment system in may, ended up scapping it in june, later on also scrapped the existing level and skillsystem. Now there will be no levels
Skills can be earned and equiped independently. (Or at least thats how its planned, implementation isn't quite done yet)

Currently I am focused on reworking the conquest/warfare. (Yes, again, to quote the architect: 'this will be the sixth time we have destroyed it, and we have become exceedingly efficient at it.')
I hope to get it done by the end of the month. And yes, this was necessary, the old system was to prone to easy exploits of the enemies artificial stupidity.

In the meantime, I have cleaned up the main post and remade some character faces and names to make them less obviously copyright infringing, and yes, I know, they are still pretty bad, but yeah, I do like my references:
https://rpgmaker.net/media/content/users/4453/locker/Ludus_Sophiae_Characters_Full.png

Edited by Lihinel

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Hey this looks pretty intriguing best of luck lihinel! :)

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@Nirwanda Thanks!

 

Topic:

So yeah, I hope this is the final version of the warfare system.
It's not as free as the last one, but it does the job it should:
Deliver a combination of a narrative structure and battle mechanics that aren't totally broken.

WarfareOverworld.png

WarfareBattle.png

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Currently reworking the Quest Menu (to read Quests from .txt Files) as well as changing parts of the Intro.
Also the Headquater will no longer be developed in one go, but in multiple steps.
I hope that this will lead to more longtime motivation/feeling of reward.

The following is a before/after view of the Command Center:

CommandCenterAni.gif

 

Edit: Errors at the upper corners have been fixed ingame.

Edited by Lihinel

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Currently working on a game for the Indie Game Maker Contest 2017, but still got some time to finish the makeover of the Lab.

The new Lab is way on the SciFi side.

This is pretty much the last room to be built/upgraded after salvaging some advanced materials.

Lab.png

Old one:

Spoiler

LabOld.png

 

Edited by Lihinel

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The game is back from the (presumed) dead and gone into specification freeze, so I won't add any new features to it, though some existing features still need improvement or partial overhaul.

The game page has been updated, I hope it's more streamlined and better overall.

My new years resolution is to go into feature freeze and hopefully get a techdemo out before the end of next year.

 

The latest changes are to the addition of a toolbar so you no longer have to open the menu every time you want to change to a different tool:

 

Edited by Lihinel

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