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Progress Report

Dialogue changes

I've spent a lot of time today redesigning the dialogue message box, changing text colors for messages as well as picking a new serif font (I can already hear some typophiles moaning in the distance). The reason for the redesign and going from white text on a dark background to dark text on bright background is to make it legible for as many people as possible. It was spurred on by my own reaction to reading a lot of my own dialogue over time ingame; I am prone to migraines, and I ended up getting a migraine due to all the bright text on dark background contrast going on. Also, I think the new dialogue boxes and animations look much nicer. I've added an animation for the dialogue box to indicate when the subject changes in the midst of conversation, making it more obvious to the player. Since there's animations involved, I decided to make a video out of these changes:

Progress Report

The great reversal

A while ago I mentioned that I was dropping combat from my game. After that I've been working a lot on scenario, map design, puzzle design and general gameplay mechanics. As I started fleshing out my story and how the player will progress through it, I started realizing that if I wanted to have that kind of gameplay, I'd need to keep the game relatively short. The reason is that if the player doesn't experience any progression other than story and puzzle variation, the gameplay quickly becomes stale. But I don't want a short game; I want to tell a grand tale of high fantasy. Doing this without letting the player do something that feels grand, something that gives a sense of growth in abilities of the characters... Well, it can probably be done. But you'll need high production values for that. You'd need visuals that, by themselves, inspire awe. But I'm very much a gameplay and mechanics kind of designer. So again I was met with a dilemma.

To keep it short (too late, I know) I've decided to reintroduce combat. For the past three weeks this has been almost the sole focus of development, because this time I didn't want to announce it and go back on my word. So instead of just announcing this, I'm going to show off some concrete examples of three classes from my game which I have been working on a lot. A gameplay video of combat will follow shortly, but I need to do some more scripting and polishing for it to be presentable to the public eye. I'm using a modified version of Yami's Symphony engine to draw visual battlers and animated enemy sprites, as well as custom visualization of attacks such as a shield bash, pierce attacks and more.

Classes:

Warrior
Somewhere between all out damage dealer and tank, the warrior is a versatile fighter that can equip many different types of weapons. Warriors can – like all classes – learn unique weapon skills from their equipped weapons, but come with their own class-specific skills that fall into two categories.

Shouts
Shouts are a warrior's means to level the playing field and to aid their allies. Shouts are powerful abilities that can turn the tide of battle if used strategically. Shouts use Spirit as a resource. The following are sample Shouts:
Hold the line! – Raises DEF and MDF of all allies for 3 turns.
For great justice! – Raises ATK and MATK of all allies for 3 turns.
I am your opponent! – Provokes enemies into attacking the warrior. Lasts 5 turns.

Stances
Stances are a warrior's means to improve their own abilities in battle. Stances use TP as a resource.
  • Block Stance – Available if a shield is equipped. The warrior assumes a blocking stance that greatly reduces physical damage taken. Lasts 3 turns.

  • Counter Stance – The warrior assumes a stance to counter enemy physical attacks. Lasts 3 turns.

  • Frenzy Stance – The warrior assumes a frenzied stance that greatly boosts physical attack power and agility at the cost of defenses. Lasts 3 turns.

  • Evasive Stance – The warrior assumes an evasive stance to dodge enemy attacks. Lasts 3 turns.



Knight
The Knight is a great tank, but also a good support unit. Knights share some Shout abilities with warriors but also have some unique ones of their own. Their other class specific ability is Auras, which grant continual buffs for the whole party until switched with another Aura or if the knight should fall in battle.

Shouts
  • I will save you! – Draws most debuffs from allies onto the knight. Also grants HP regen to the knight for 4 turns.

  • Revenge! – Has a high chance of reviving each downed ally. This is rerolled per ally, so that the shout can potentially revive every fallen ally. Very expensive, but can be a lifesaver. Literally.


Auras
Once an Aura is activated, it will stay active for all party members until switched out with another aura, or until the knight falls in battle. Only one aura can be active for the whole party at any time.
  • Vitality – Grants HP regen to party.

  • Mind – Grants increased Spirit regen to party.

  • Fury – Grants increased TP regen to party.



Martial Artist
The Martial Artist is a fighter that can fight barehanded or using weapons like claws, spears and swords. This class can learn unique abilities from weapons in addition to standard ones, and when fighting barehanded has access to a unique set skills only available when not equipping weapons. These skills fall under the Taolu category (solo hand and weapon routines/forms). The martial artist also has access to a skillset called Qigong, which focuses on defensive and offensive abilities. Here are a few examples of these skills:

Taolu
The following are the barehanded unique skills that belong to the Taolu category. These all consume TP:
  • Open Palm – A mighty open palm thrust that stops just short of hitting the foe. Ignores target defense.

  • Closed Fist – A closed fist punch that deals a lot of damage, especially to foes with little armor.

  • Monkey Kick – Deliver a lightning fast kick that is almost guaranteed to strike first.

  • Tiger's Fury – The user strikes nine times at random enemies at lightning speed.


Qigong
These skills all use Spirit as a resource. Qigong is the use of breathing, movement awareness and meditation in battle. These skills range from defensive to offensive.
Central Pillar – The user takes a deep breath and regains balance. Gain 50% TP and heal a small amount of HP.
  • Lion's Roar – Unleashes a mighty roar that strips enemies of their buffs. Has a good chance of also causing paralysis.

  • Defensive Qi – The user reinforces their presence using their Qi. Greatly increases all defense for 4 turns.

  • Qi Blast – The user unleashes a wave of Ki that deals damage to two random enemies equal to the user's current HP.



Other classes in the works
  • Trickster

  • Alchemist

  • Engineer

  • Bushi

  • Ranger

  • Viking

  • Shaman

  • Witch

  • and more.


Keep in mind that the game world does not feature magic in the traditional sense, so for example the Witch and Shaman are going to be unique twists on the traditional use of such classes. These classes are also in very early planning phase, so they may disappear if I don't like their concepts.

That's it for now. I'll be coming back with gameplay footage of combat as soon as possible, so stay tuned! :)


Thanks for reading, and have an awesome day!

Progress Report

New build, refined dialogue and a new font

There's now a new build available, which includes the new map that replaces an old one, the removal of combat, and a ton of refinements to dialogue. I'm now pretty much happy with everything that's there, dialogue and plot wise. I'm moving forward with the story and world now.

I've also added some nice text features for better dialogue flow; punctuation give pause in sentences where it makes sense, and every letter takes 1 frame extra to draw now. I also removed instances where I required the player to press action to proceed dialogue within the same window; it felt bad. These changes result in a much better reading experience :)

Warning: Going off on a tangent here: I've also replaced Verdana with a new font; Open Sans Semibold. I think it looks much better. While I am a personal fan of serif fonts (I am a typophile...), it just doesn't work with this resolution. I have to be mindful of players maximising the window to fullscreen, or playing it window on larger resolutions. In these circumstances, serif fonts are a terrible idea. Serif fonts on low-dpi monitors are also a bad choice for people who have any level of challenge with reading.

With Open Sans Semibold, it's as legible as Verdana, but slightly smaller and more refined. This means more text in windows and a better look.

Progress Report

Battle system change: Removal

In the last update, I wrote about the new battle system I was working on. But after having the polished prototype done, I realized that the reason I was including a battle system was more due to conditioning than the needs of my game or its story. After all, almost every RPG I've ever played has contained the theme of killing innumerable enemies for the sake of currency and progression; imagining an RPG without combat is like imagining the world without money, it seems: It's nigh impossible.

But after a lot of thought and experimentation, I have come to the conclusion that I can make an engrossing and exciting game without combat as a core gameplay mechanic. Instead I will put exploration and "puzzle" to the forefront. Talking with people, exploring the world and your characters is what the story was always meant to be about. Removing combat as a gameplay mechanic means I can afford to spend much more time on level design and puzzles, and also story elements.

It was a scary choice, because for me it's truly taking a big leap into the unknown. But it feels right. I've remade a big part of the current version, improving it while removing combat, and I've started work on new content too. I'll have a new version available in not too long with new content that lets you see what I have in mind. For now, the download has been updated with a lot of updates to dialogue, timing, events, and a new map replacing an existing one.


Thanks for reading!

Progress Report

Battle system changes

I'm nearing completion on the core framework for the new battle system. Once the final pieces are in place, I'll be releasing a new test version so people can try it out.

The reason I completely changed the battle system from the turn based one I had originally planned is that I don't want to implement grinding in my game. Instead combat is primarily skill based – dodging, blocking and attacking at the right moments, while observing the foe. You will be able to equip weapons, shields, armor and accessories, but there are no levels and growth of stats. My goal is to make items relevant as strategic choices, not something you throw out just because you've reached a level where they are no longer relevant. To make this work, items will have benefits and drawbacks. Heavy armor has higher defence but slows you down (sprinting with heavy armor depletes stamina quicker), more powerful weapons might require more initiative to use and so on. This is still something I'm working on and planning out, but the idea is that I want to reward the player with tangible benefits and items that are interesting strategically.

Regarding the core battle system, here's how it'll work:

Battle system core principles
Battles take place in their own area – that is, you bump into an enemy and get transported to a battle "arena". In here battles are 1 on 1 and in real time. However, you do not move your character around; you have access to 4 skills based on your equipment; attack, special attack, defend and dodge. Defend becomes a parry move (or something else) depending on your off-hand equipment. You have a set amount of "initiative"; each skill uses 1 initative except for Special attacks, which use 3.

The key to battles is to use the right moves at the right time; the enemy will attack, defend, dodge or parry at semi-randomized intervals with an AI system in place. You'll have to observe and attack when the enemy's guard is down, block or dodge when they attack, or spend a lot of initiative on a special attack when the timing is right.

Different enemies will have different attacks and behaviors. While I only have one enemy type right now, the system is set up so that I can make a lot of different kinds of custom AI's. Plans include heavily armored enemies which must be attacked when their guard is down for any damage, slow but heavy hitting enemies where blocks are not as effective (you'll take damage even when blocking), ranged enemies that are super quick with their attacks, and more.

Initiative resource
The initiative resource is always full when you start a battle. It refills over time based on your equipment (pistols allow quicker initative recharge than swords, for example). I'm also considering taking armor and weapon weight into account.

You start out with 4 initiative. Certain moves will refund initiative if they are succesfull, like the Dodge move. If you dodge but the enemy doesn't attack (or you get hit because your timing wasn't right) then the initative cost is lost as normal. However, if you succesfully dodge an attack, a SFX is heard, you take no damage and the initiative cost is returned to you. Dodges have a much smaller effect window than blocks to make up for this.

Current moves / skills

Sword
Normal attack: Elena jumps forward and attacks with the sword. If the enemy uses a blade weapon and attack at the same time as Elena, the attack is parried and neither take any damage.
Special attack: Elena jumps backwards and becomes temporarily invincible as she charges up and rushes forward with lightning speed, pierching the enemy. This attack is unblockable and does a lot of damage.
Gun
Normal attack: Elena fires a quick shot at the enemy. Misses if the enemy is moving. Has quick downtime and doesn't leave Elena open to attacks for long.
Special attack: Elena jumps backwards and becomes temporarily invincible as she charges up and shoots three explosive bullets at the enemy. These then explode and cause a lot of damage.

Default moves
Block: If a shield is equipped in the off-hand slot, Elena can use a Block move. This blocks light to medium attacks completely for a short time, and halves damage of heavy attacks.
Dodge: Elena dodges quickly, evading any move if timed right. Also returns the spent initiative if succesful.

Progress Report

A small update

It's been a few days since my last update. The reason is that I've been working on some "boring" (boring to you perhaps; exciting to me) elements of the game, mainly a modular HUD script for RPG Maker VX Ace. It's coming along great and I'll release it as a script when it's ready for public usage.

I'll be posting another update with screenshots of the world map development very soon.

Progress Report

New build with more content, revised dialogue and a custom designed interface

A new build is up with more content and revisions of old. The interface design has been custom designed and updated too. In addition, the Setting page here has been updated with information on the world's calendars and backstory on the country of Anteris.

Progress Report

New build

The download demo has been replaced with the latest build that updates some visuals and fixes a few minor bugs.

Progress Report

Updates

I've added three pages; Story synopsis, character bios and gameplay. I'll update these pages over time, but I have to clean up and digitize all my mad sketches and piles of papers first.

I also added a download link to the work in progress "demo" of the game, which lets you explore it from the beginning and up until as far as I have come with playable elements; I've been working on different aspects in between, like world map, combat system, dialogue sequences (tell me if you're interested in this; I've got a few google docs I can share without spoiling too much of the story) and areas/towns.

Have a wonderful day, and don't be afraid to drop me a comment or three!
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