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Remember the huge updates pages ago? Man, those were the days.

 

This week I've mostly just been thinking around the worst aspects of the project. I finally have an ending I'm satisfied with, so that's good. Well its multiple endings in a way, but its all about the mechanical spectacle of the final battle really; two aspects of it I've never even seen in a game before so it does raise questions of whether they'll even be possible, but whatever, I'll do what I can. (No biggie, but I'm also reducing the party size from four to three in this last act, its just necessary for the plot changes.)

 

I've also decided I want the second act to be more stealth and puzzle orientated with combat kind of acting like a punishment (it certainly is very punishing in that act). Its bothered me for a long time that the quality of the content just did not come close to matching the systems themselves; it was like some sort of faberge Kinder egg. The new gameplay direction has given me some ideas but its still pretty half-baked as of now.

 

 

There was a very small amount actual work done though. I've implemented all the ActIII classes (well, I'm working on the puppetteer atm). All of them have two 'playstyles', but its mostly through weapon choice.

 

-Paladin: Nothing special. Locked to one party member for story purposes. Ensures some healing and damage options regardless of how rest of party is built.

-Puppetteer: Equips either mannequins or strings that allow direct control over an enemy.

-Monk: Has Wushu skills and Shaman skills; kind of a physical based dps with poorly scaling white mage options.

-Summoner: Summons (duh) allies that are largely debuffs, some damage options. Also has the Shaman skills which will scale better.

-Berserker: Pretty generic, sadly; no control over character, damage scales for disparity between hp & max hp, only class to wield 2h weapons, can also dual wield 1h weapons.

-Scholar: Blue mage? Has 'Study' ability which acts as a scan (shows enemy stats) and also adds a limited-use skill to his spellbook.

-Rogue: Weapon choice allows them to fill a stunlocking role or focus on evasion & countering. A powerful class but all attacks consume single-use items.

 

 

That's about it for this week. Let me know what you think.

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In-work stealth update :ph34r:

 

Not much to say for this week, again. Dismantled the Act II battle system and remade it to work from the map instead of as a separate instance. Kind of sad and many, many hours wasted but the new system is better in some ways. I'll probably update this and the OP with some short footage of it.

Installed Jet's Simple SBS for Act III. I was going to make my own previously but, eh, I don't think I want enough out of the system to validate all that extra work. We'll see.

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Oh I know the pain of remaking ~ spending so much time on something and then 'meh' *something else* will be better!

That's one of the most common factors, that make me get stuck. =P

 

That said, RPG's have many, many, many mechanics to think of and work on, that results in me getting stuck pretty often. =P

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I have actually done some stuff this week :o

Still nowhere near as much as I'd like to accomplish in a week though.

 

-Attempting to make the third act more retro I decided to implement a colour scheme, so I've been spending a lot of time in GIMP recolouring and making basic edits. I'm considering making a whole 8bit tileset for it, but that's very low priority for now.

-Spent a lot of time working on the new enemies and troops since I didn't have many compatible with an sbs. Still don't really.

-I redesigned a couple of maps to be longer. I'm putting wayyy too much effort into systems and mechanics that the player engages with for a couple of minutes.

-I made a significantly fancier splash screen, still got a ways to go with it yet.

 

Think that's most of the noteworthy things. As ever, let me know if you have any input.

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Nice!

 

I'd love to see 8-bit tileset you would make ~ if you'll decide to make one - remember to keep it simple and even kinda not-perfect ~ the style has its limits so you don't really have to watch out for every single detail. ^^

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Still working on this, slowly. Mostly been working on Act III content; redesigning maps, enemies, all that vague stuff.

Couple of new systems: Friendly enemies 'minigame' (like in FFIX) and a simple limit break system in battles.

 

I guess the first two of the three floors of Act III will be 100% completed soon (minus whatever feedback, ofc) but I'm such a lazy dev these days ¬.¬

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Laziness is the worst state, that developer can get. It reduces productivity by 75-100% and it can last even many days! D:

 

Go to Inn or get an antidote or something ~ you'll be progressing much faster! =3

 

Jokes aside, it's better to make a small progress, than none at all. ^^

Keep it up!!!

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