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Vijf - A Mocked Victory

There's been a lot of really exciting progress being made, but I'm going to save that for the next update after we have a few more things done. The purpose of this update today is the victory screen. It's something I've been avoiding scripting because I didn't have a clear idea of what I wanted. I think I've found a layout that I'm happy with, but it could probably use some critiquing before I take the time to code it all in.



Somes notes:
  • This mock up is obviously very copy and paste and ugly. I'm looking for critique on the layout, not this image itself.
  • The game is fairly light on stats. The three you see there are the only that will increase with level up. You also learn skills through items and not levels, so there will be no new skills to display either.
  • The two lines at the top will be the description of the drop item that you currently have highlighted. You can move the cursor around to view the items.
  • The experience number will go down as the party gains experience and the bar fills. "Level Up" and the stat increases will "pop up" when a new level is earned.
  • The facial expressions will be a happier looking victory one. The level up one will probably be an even happier expression.


Feedback or suggestions would be greatly appreciated. In particular, I'm not quite sold on the location of the "Exp: 10" text.

Progress Report

Vier - Arrow Barrage

It's been a while, so I think it's time for another update. This game was briefly on hold while we worked on our Halloween contest entry, but it's back in full swing again. Heck, I stilled worked on it when I should have been working on the contest entry, haha, whoops. So some of what we've been up to, in no particular order.

I've been hard at work filling in the database. The skeleton for items/equipment is complete, and now it is just a matter of flavour text and balancing, as well as any additional non-useable items that will be added as needed.

Making a game where the core element centers around item collection and use creates a very large database for a relatively short game. Arrows, however, really take the cake. Because the game limits how many items you can take into battle, Gretel running out of arrows mid-boss was a concern. The solution to this is the ability to bundle your arrows in groups of up to five of the same type. You can unbundle these in the middle of battle to restock your in-battle arrow supply. These bundles are also used with her best attack skill, and the amount of arrows in the bundle affects the damage of the skill as well as the size of the area of effect.

But I'm sure you're more interest in pictures than words. Progress is being made on the maps. One by one, they're slowly getting done. Here's two of the recently completed town maps:

Maki has also been working on enemy battlers. Hope you don't mind beating up these adorable darlings!


I've also added mouse support and an easy difficulty which will increase item drops/finds and exp while lowering enemy stats slightly.

I think that's about it for now, except I suppose I should announce we're no longer planning on releasing a demo before we finish the game. The demo was already planned to be about 40% of the game, so we're just going to hold off and release the finished product instead.

Game Design

Drie - Party Skill Sets

First up, as a follow-up to the previous blog, here is the battle screen as it currently sits (names/descriptions are still not final):

I think I'm actually finally happy with it. Skills and items will both be visible at the same time. You select the skill on the left and then you select the item (if applicable) on the right. Neither half scrolls as nine is the max number of skills and items.

But on to the new topic! Just today we discussed and potentially finalized the skills for the entire party. I also ensured that all of the effects work. We've had most of these determined for the last couple weeks, but we filled in the last couple holes tonight and tossed out a few that were a little iffy.

So with that said, I thought I'd share the lists and see if anyone has any comments, critiques, or questions.

Things of note:
  • You can use as many skills in a turn as you have the AP for
  • AP will range from 2 to 6, with the max requiring equipment sacrifices
  • Under normal circumstances, no skill will miss
  • Some skill effects can be improved with accessories
  • All skills are single target unless otherwise stated
  • Skill names not final. Any numbers mentioned are also not final
  • The classes I list are just to give you a general idea of the character's purpose


Gerda - Healer
  • Gather - Gather resources based on the current map. Adds the resources to your current battle inventory, allowing you to use them right away.
  • Nurse - Restores a small percentage (10?) of HP. Does not require any items.
  • Cure - Removes all harmful status effects. Requires an item. The improved version of this will also grant immunity to some status effects for a few turns.
  • Revive - An expensive skill that revives and restores HP to the entire party. Requires a late-game item that must be crafted.
  • Boost Potion - Improves the effects of any healing potion.
  • Restore AP - Sacrifices own AP to restore the AP of a friend. Target will gain Gerda's current AP before using this skill, up to a maximum of 3. AP cannot exceed max.
  • Poison - Deals damage and inflicts a poison state. This is Gerda's only means of attack. Requires a flower-type item which can change the effectiveness of the attack and/or poison.


Kai - Nuker/"Blue Mage"
  • Bash - Hits the enemy with your staff. Does not require an item
  • Experiment - Requires a monster-type item. Deals damage and possibly an effect based on the chosen item.
  • Large Experiment - Same as Experiment but with an Area of Effect and improved damage.
  • Icy Glare - Freezes the enemy and deals small damage. Does not require an item.
  • Reflect - Reflects all skills, both good and bad. Items still work. Does not require an item.
  • Toss Potion - Tosses a potion made of enemy parts that creates an effect related to said enemy. Basically blue magic with items.
  • Swipe Parts - Deals damage and rips a part off of the enemy.


Hansel - Tank/Damage
Hansel does not require items for any skill. As a result, his TP costs will be higher.
  • Axe Swing - Basic melee attack.
  • Big Attack - Melee attack with an area of effect.
  • Mend - A small healing ability.
  • Lullaby - Puts the enemy to sleep.
  • Cover - Takes hits for allies.
  • Provoke - Provokes a single enemy into attacking him.
  • Counter - Gains the ability to counter attacks.


Gretal - Buffer/Damage
  • Punch - Basic melee attack.
  • Launch Arrow - All of Gretal's bow and arrow-based skills require an arrow to use. The arrow you choose will have an effect on the attack. This one is the most basic of the three.
  • Eye Shot - Same as Launch Arrow, but with increased damage(?) and the ability to blind.
  • Arrow Barrage - Area of Effect arrow attack.
  • Lock On - Removes the enemy's ability to dodge.
  • Swift - Gives self the ability to dodge.
  • Pump Up - Attack and defence buff.


In addition to the above, each party member will have a "pass"-type skill and a Use Item command. The pass-type skill will vary by character and can be improved with accessories. Restoring HP, TP, or increasing defence are all options. The strength of these effects is based on the amount of AP used.

If you made it through that wall of text, then good job. Here's the recently completed bust portraits for the party's parents to help sandwich this text with pictures.

Request

Twee - Menu Critiques?

It's been a month. Sounds like a good time for another update.

So I've never been fully happy with the look of the battle screen. I played around a bit today, and I like it more, but I'm still not 100% sold. I'd love to get any critiques or suggestions. Some important information: party members will end up with approximately seven skills each by the end of the game. They can also equip up to nine items for use with skills or on their own. Originally you could flip between skills and items with Q and W, but I wasn't really a fan of that control scheme. Now you select your items by selecting "Use Item" at the bottom of the skill list. Names, descriptions, and icons are very placeholder. Feel free to ask anything else you'd like to know.

Before

After


Since I'm asking for critiques on the battle menu, I'd thought I'd ask for them on the rest of the menu screens as well. There would have been a lot of images, so I made a short video instead.

Please excuse the video quality, but I think it shows off what I'd like opinions on.

Game Design

Een - Currency and the Lack of it

It became apparent quite early in the design process that gold/money had very little purpose in this game. Fairly early on, Hansel and Gretal start working for a blacksmith and gain the ability to craft new weapons, armour, and accessories for the party. In fact, with the exception of possibly some treasure chests, this is the only way in which you get new equipment. To top if all off, a large portion of your items for use are going to come from either Gerda’s Botany and Kai’s Chemistry, so there is even less incentive to buy. Gather spots are frequent and renewable, so there is no lack of resources you can acquire for yourself.

Combine the above reasons with the fact that your party consists of teenagers, a game with no currency makes sense. That’s not to say there aren’t “shops.” The town features a lively marketplace right in the center of town. Here you can make trades for items that maybe are not as readily available with those that you have loads of. This isn’t the only location you can make trades, however. Perhaps that neighbour of yours really wants that perfect flower for their garden, and they are willing to part with their favourite ring to get it. You might find that the stock and trades available in this town change with time, so that once smoking deal for healing potions is no longer what it once was.

You might be wondering what happens if you’ve completely exhausted your supply of basic items and can no longer take on the monsters required to replenish them. Fear not! Your parents will gladly give you a stockpile if you run yourself completely dry, but not before admonishing you for getting yourself into dangerous situations of course.

I have no plan currently for what I’m going to write about, so let me know if there’s anything you are curious about or want a deeper explanation of. I'll be posting these here and on our website.
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