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Change Log 22/07/2015

  • Puddor
  • 07/22/2015 02:25 PM
  • 537 views
I've been working on this on and off for a while (as you can see from my infrequent image updates) so I thought I'd do a formal blog about it!

Right now, most of my work has been graphical updates and getting the game to what I wanted it to look like rather than the slapdash I had to settle with in the original demo.




I've also changed how dialogue is displayed, and made it more in line of my idea with the characters having face-on communicators. Cutscenes between characters using their communicators will feature larger portraits, but for now:



In addition, I've worked on the skillsets for the characters. Right now, Kumo serves as a makeshift paladin role, most of his skills in line with covering his allies and healing them if necessary. He also picks up skills reflective of the party members accompanying him. Aside from him, there are two mage-archetype characters, and two striker type. Levi is the first mage type, with a focus on blood magic. Battles in Episode 0 are in the process of being updated to reflect these skillset changes.



Once Kumo and Levi's battlers are finalized, the next thing is the GUI. While the message system's been changed the menu needs reconfiguring. I have the Luna Engine already installed in ReCrisis, I just need to actually do the design work for it and begin implementation. The battle HUD also needs some updates in regards to target selection and skill order.

Content wise, the whole factory area has been lightened up, and you now need to turn on the lights before the security mechs will actually attack you.


Overworld sprites have been updated too!

Beyond the first few offices areas, Episode 0 will divert to a different part of facility and end differently to the original, in order to give a bit more exposition on Kumo and Levi's abilities. Essentially, the question of why two nineteen-year-olds are considered good at their jobs will be revealed, and it's not what you think.

It will also involve additional mechanics regarding Kumo's abilities. I really want to make sure that there's no narrative/mechanic dissonance.

Lastly, I've been taking advantage of my Humble Game Making Bundle purchase and updating some of the music. I wasn't satisfied with the battle themes, so they've been replaced, and there's a new track for the inner facility as well.

On the whole, I really feel like it's coming together. This is, after all, meant to be reflective of my progress as a developer as well as being a cohesive and fun game, and comparing it to the original title, the evidence speaks for itself.

On another note: I've been trying to think of a better title. I wouldn't mind keeping the 'Re' but I don't feel like the current moniker is inventive enough.

Additionally, I'm trying to think of a name of an important race of people. Right now I'm tempted to go with Elomryn, but if anyone has anything better I'm all ears!