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SIC Reimagined: Syma

  • Brady
  • 02/23/2013 08:35 PM
  • 486 views
So, I released two versions of SIC within days of each other and had plans for further advancements onto it, including extra paths and bosses.

Now, I really like the concept of it all and am having fun with the sci-fi fantasy mix (even if most of it is just a conceptual difference rather than a practical one) but the problem is that SIC was really just designed as a single level thing and crowbarring more stuff in would inevitably just ruin the contained feeling I was going for.

So instead, what I've decided to do, is reimagine the whole thing. Rather than a single level game with gradually increasing number of paths and bosses being crammed into the same tileset and clunky class-switching structure, I went with a hub-based mission system. Plonk your bum in your Hub where you can select classes, gear up and prepare your team, then jump into the level. From that, I can just staple on as many extra levels and features as I come up with (or get suggested to me) without it ever feeling like it's defeating the style of the game.

I could have just rebuilt it entirely, but since SIC is pretty much finished and is fairly balanced (as far as I'm aware), I figured it'd be better to make it a whole new project. This also gives me the opportunity to refine some details like stats as well as find shinier new graphics and improve the weaker features that SIC had.

So, Syma is the new version: SIC 2.0! Let's compare the two?
:Same visual style for battles.
:Same classes, same skills, same battle layout.
:Same "watch your ammo" structure, as there are no healing items or recovery points.
:Shinier graphics and more tilesets.
:More than one level will be added over time.
:Two whole new classes: Sorceror and Magictechnician!
:Class-switching script to ease class decisions.
:Expanded equipment system with more tiers of gear.
:Levels are now possible, but serve only as very, very small bonuses.
:Damage Calcs have been refined and the UI neatened up.

Syma.