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Game Design

Of Paladins and... Archers...

ashjdgfasdf i'm tired so i'll just leave these here




I'm not happy with them yet... Especially with the archer... I actually wanted the passive not to be high HIT% / CRT% (which would allow them to deal quite some damage with axes for instance, though axes scale off of STR and bows off of AGI...)
What I really wanted it to do was to increase the weapon's rate of inflicting statuses. Wooden Rain could also double the chance of inflicting whichever statuses the archer's weapon (most times a bow, or sometimes a knife) inflicts. I mean, it already has 25% of chance to inflict any of these 3 statuses, I wanted it to boost the % of inflicting status of the weapon instead. And i wanted skills to revolve more on statuses overall.

Meh, idk also i'm slep goodnight sleep tight

edit:

also this

Game Design

Of Fighters and Tiles!

Before I go into the "new" class, I'll show you the new Carolyne aesthetic!



It's quite a stylistic departure from the aesthetic you can see in the screenshots! ESBY is doing a much better job with it than I possibly ever could anyway, and I needed a breath of fresh air into this game!
This visual style is inspired by 32 bit rpgs such as the DS title 7th dragon (...that has 3D maps. But yeah kind of like that.), featuring very high color count and texture while keeping the tiled look! ~

Dungeons, also, will be still randomly generated but I shall be using no script (or maybe I'll commission a snippet to make my life easier) but basically separate rooms are stringed together by variables, forming dungeons that reset once you leave but only once you leave. On one hand I lost the roguelike style movement in the dungeons, but it wasn't adding any depth due to the lack of control and the fact that combat itself was still in another screen. Now I can place both standing and roaming encounters, as well as puzzles, more interesting items, traps, etc. all within the dungeons and make for a much richer and more fun experience.

You'll see more of it soon!

Now, now, for the new class~

Oookiedokie, so today I drew and wrote the new concept for the Fighter class!



Basically the Fighter is your cookie cutter (got it? hahahahahahahahahahahahahahahahahahahahahahahahahaha) physical damage dealer, specialized in both withstanding enemy attacks in the front line as well as dealing sustained damage to enemies, especially for those who are fragile.

His physical attacks are best used against enemies with low defense (Pacifier might become weaker than a normal attack against enemies with even moderately high defense and full health) and in weakened conditions/long battles (as Pacifier scales with enemy's missing health and his BP also increases his damage output. Unleashing a full BP Sword Fury is absolutely devastating, but takes long to build.)
Provoke helps the Fighter fill a more support / controller oriented role by drawing attacks to him as well as melting enemy defense as a great synergy to all of his other abilities, especially Pacifier. I'm considering adding an HP Recovery element to the skill but it may then become too busy. (Provokes enemy / reduces defense / heals HP / removes blind / removes STR \/, that's 5 effects and it's really busy)

Well, that's it for today on Carolyne :3 welp welp.

xoxo~

kdbvafdajfdkvadfkjvnafbn

Game Design

Of Priests and Templates!

I wanna shake up this old, decrepit thing.
Eh. It deserves more.
Sooooo~~~

I'm developing a new aesthetic for the game and it's quite a 360ยบ. Keeping a similar simplistic structure for the tiles but with a very high colour count, non-outlined pixel art style


Sprite Test.

As well as redesigning mechanics and classes. I'll start by showing my WIP of the Cleric.

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So, in the original Carolyne: Remake (huh) I gave the cleric 2 skills straight out ripped from FFX-2: Pray and Vigor. They were boring, and the Priest was not only a must have class, but was also spamming them every turn.

Now, I really am enlightened by how cool on-hit mechanics are and this is why I want to reward the players by acting according to their classes, whilst having stats themselves not differ much (and everybody can equip and learn every single piece of equipment and magic tome. Hurray!!1!!11!!)
though I am yet unsure on how the Battle Points mechanic will work. (BP = TP... At the moment.)
I can do a plethora of interesting things such as having statuses scale off of the battle points (a thief character could have a critical hit% directly proportional to their BP gauge... HMMMMMMMMMMMMMM. And use it up to unleash skills.)
I don't want to give the player a ton of class-specific skills, though, but perhaps I just might expand the class-specific skillset to 8 skills per class instead of 1 passive + 3 skills. Which means I could potentially NOT make all class-specific skills initial, instead making them progressively unlockable as you explore the Tower. Enough of that though, off to the skills themselves!

I want the new Cleric to be a supportive oriented character that can still take a beating with certain specific builds / under certain circumstances. As such the Cleric has the highest HP of all mage classes and even higher than a few physical classes (thief/archer)
Applying cooldown to class skills gives me room both to make them stronger and more situational:
Pray is a great skill to use in a pinch, if you have a character that's near death, they'll be healed by a generous amount as the first thing in the turn. (I'll probs change the name to HEalth. I don't like having 2 skills whose names start with 'P' xD)
Prism is a powerful skill, though using it too soon might be unwise due to bad timing (you'll want to use it to remove ailments, not to protect against them primarily. still, 6 turns cooldown might be tooooo much, I could easily reduce that to 1 turn cooldown and give it a very high BP cost.)
Vitality is a great tableturner. It will increase MaxHP and heal considerably. This is a Tank In A Can type of ability, which can potentially make the cleric have the highest HP in the game (not counting other character's abilities) which would be amazing if the Cleric's defense wasn't also the second worst. (losing to the Wizard's) I'm considering having it increase the Target Rate for these 2 turns, as well as another drawback in the form of perhaps reduced magical stats for the same time. So basically you're using this if you suddenly need a Tank due to a shift in your tactics or because the tank has died etc.

So that's it for the cleric class. I'm going to remake the other classes and post them through September I... hope...? yeah... anyway, that's it! I'm hoping this will be a fun game, much much more fun than the original Release Something Carolyne! ^-^

I'm... sleepy. good night.

Progress Report

Questline finished!

Finished the quests in the game. (planning them, that is.)
This takes much out of the way and pretty much means that making this game will be a much more solid experience overall from now on. It's nice to start with systems and stuff planned out.

There will be 15 quests, while you'll only be able to do 10 of them on any given playthrough. Largely inspired by Diablo, once again hahah xD <3

Announcement

Call to Test! (I want YOU)

in mabed

The game is still in early production but I need to test out how the game plays before I expand on the next levels of the dungeon! (Or else I'll have more to fix in case it doesn't feel fun)

So if you wanna testplay, hit me up! I'm aiming to make this game a very fluid and fun experience! ^-^
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