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Class System

I’ve implemented a new class system that dramatically alters the way in which you play with the characters. First of all, for some characters, changing classes means a change in their attack range. For example, if Hayate changed from a butler to a maid? (yes, the class is called “maid?” for various reasons), his range changes from 1-2 space in front of him to 2-3, meaning he has more sniping abilities but forgoes his ability to handle melee encounters. Another thing that changes is their stat layout. No longer will a character be subjected to one role, ex. tank, caster, healer, etc. though this doesn’t mean that any character can do anything just as proficeintly as any other character, the base stat and the limited amount of classes a character can change into checks this, because I still want character differentiation. For example, Hayate’s Head Butler class (promoted from the Butler Class) is an all around tank/damage giver, whereas you can go the Goddess? route (promoted from the maid? class) and give Hayate more of a support role, with a boost in PP and Stamina at the cost of a debuff in Offense and Defense.

I’m currently trying to decide whether techs should be regulated to their respective classes or that a character can learn all of his/her techs regardless of class. However, one thing is for sure, there is an ultimate tech that a character can only learn when he/she is promoted (all classes have a respective, “promoted” class), so if Nagi is in the Sensei class (promotion of her mangaka class), she is able to learn Summon Ryu (to pay homage to the fact that Nagi can summon beings in her mangaka base class and the fact that she is a dragon whereas Ayumu is a hamster), but she is unable to learn HAAAYYYAAATTTEEE!!!!!!!! (A powerful version of HAAYYAATTEE!!, as seen in the previous demo; this new attack will, “summon” Hayate, as in change your character back into Hayate fully healed and having him be pretty much be invincible with insane attack stat), which is only exclusive to her Lord class (the promotion of her Lady class).

Currently, every character has 4 classes, 2 classes and 2 promotions. I’m contemplating whether to have the option of having a character be in any class they want (Hayate the Flame Haze 0_O).

Also, some small updates.

Every character now has a critical rate, in which he/she deals 3x the damage. Enemies also carry different crit rates now. Also, botherers now only hurt the active player.

What else… ah! Now there is damage variability, as in every time you attack, your damage output varies a little bit to add a little bit of spice, this goes vice versa with enemies as well. This potentially makes monster crystal captures much more difficult, but I’ve changed it so that you only have to get the enemy’s HP to half to do a successful capture, I might raise it a little bit later on though, because half is a little too easy. Again, nothing is final. Who knows, I might run into a mega bug and the whole project will have to be canceled, j/k.

One last thing, I’ve made it so that whenever you exchange damage, numbers jump around the screen indicating the damage given or taken, kinda like FFXIII. It is really cool looking and I think it adds a lot to the aesthetics of the game.

Ciao!