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Withered Reason Gets a Well=Placed Kick in the Seat

  • Mr_H
  • 11/09/2013 06:32 AM
  • 207 views
This semester is coming to a slow close and slowly but surely Withered Reason is getting back on track. I'm feeling again like this project is going somewhere. Now for a couple updates:

The skill system has undergone further development. Previously skills were taught by wearing a specific piece of equipment in the shield slot. Now, each element will have a different type of equipment associated with it. Fire skills are learned through wearing body armor while ice skills are learned by wearing a blue-green piece of head armor.

In addition, each element will have three branches: one branch that includes a combination of offensive and support skills, one branch that specializes in offense and allows the use of a second element (Fire users can use lightning attack skills, just as how wind users can use ice attack skills), and the third provides basic attack skills and potent support skills.

Secondly, weapon skills are going to be different. I was going to include an additional menu to handle weapon skills. Each character will have a multitude of weapon skills. As you should know, weapon skills emerge randomly when attacking with a weapon; n the demo I had a weapon skill developed for each of the four playable characters up to that point. What will happen is that each character will accumulate points with each subsequent level gain. Those points can be used to purchase skills. Weapon skills can be obtained this way, as will other skills. For example, if Neis has sufficient points, you can give her either a new weapon skill or buy a 'Throwing Knife Proficiency' skill and grant her the ability to use throwing knives in battle.

If time permits, I'd like to make a new trailer. The last one was very sub-standard IMO.

Well that's it for now. I'll keep all of you updated as the project continues.