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Game Design

Extrication/Glyph/Weapon Skill Mechanics

To cleanse Concordia of it's inhabitants' suffering from lunacy and madness, the Ahyens must make use of their abilities by extricating a familiar from the Hyuus. These Familiars house abilities that can be learnt from them for the Ahyens to use, either in or out of combat. To extricate, use the Extricate command to attempt the extraction of these familiars. If successful, the Hyuu will be in a weakened state, lowering all their combat abilities, allowng you to quickly put them out of their misery.

Extrication allows the player to gain a "class" from enemies, these "classes", at most, only contain ~4-5 abilities; passive or combat, which are learnt from levelling up that Familiar. As such, there will be many of these classes that can be obtained on Concordia. Much like drawing summons from FFVIII.

A secondary mechanic to compliment Familiars are Glyphs. Collect enough Familiars and take them to a Glyph creator. Glyphs allow you to use that Familiars abilities regardless of the familiar that is imbued to that character. This allows combinations of abilities for your characters.

To compliment these mechanics further are Weapons Skills. Basic utility physical type attacks that all weapons have. Slow, heavy hitting damage skills from an Axe or Mace to weak and quick recovering slashes from a sword or dagger. These
are the basic attacks used along side Familiar abilities.

I had stopped this project (as well as RPG Maker altogether) due to a second hard drive failure in 2016 but I'm excited to be working on this project once again.
I plan to release a demo showcasing these mechanics with 4 familiars available, all in a tutorial dungeon, in Dark Souls fashion.

Progress Report

A lil update on progress (or lack thereof...)

Progress has been going veeeeryslow due to completely burning myself out on production (this project started mid Jan and pretty much everything done up until this point was done in 2 months with the various tweaks/balances casually done in the following month) so I've taken a wee break from production to refresh the brain. Bloodborne challenge runs have also been eating up a lot of my time too.

Despite that, I've been chipping away at a few things here and there and brainstorming some ideas for new areas and how they will connect together as well as some plot/lore ideas. So help me, AA will be completed! This project will not be victim to cancellation! For my 11 subscribers! I'm doing it for you guys! Thanks for your subs, they are motivating me to keep going! Sorry for the blabber and stay tuned!

Game Design

New mechanics in future update

-Attack command costs AP. AP costs vary depending on weapon type equipped.

-Berserker class now controllable and has AP meter, command list is Attack/Fury/Gather. Fury can be used once per battle to double attack at the cost of half defense for 3 turns. Induces a "berserk" like state during Fury.

-Weapon forging now only requires a key item instead of a consumable (consumable will be used for other things)

-AP recover using Essence Flux action increases the more enemies you defeat.

-Converting items to essence is now a basic command like EF.

Game Design

(I hope people have realised you can completely avoid battles....)

One of the original aims of AA was that it could be played different ways. Completely avoiding battles and just looking for items and following the story or fight and gain access to higher level equipment/items and areas that require an enemy to be beaten beforehand.

Progress Report

Final Demo build up

-Rebalanced battles
-An "Estus Flask" like item that restores health. Has limited uses but can be recharged at various crystals (which also have limited uses but can be recharged using Essence) found in dungeons.

EDIT: OK, so this isn't exactly the final demo build..... There was a bit of polishing/skill nerfing to do like Crypt Keepers War Cry skill boosting waay too much damage and a few map bits. Hopefully in a few months time a sizeable chunk of the game will be done (ideally the entire thing; I'm trying to keep the game length to 6-8 hours (which may be stretching it)) and ready for download. Some other stuff below for the final demo.

-Flee no longer cost AP
-Warrior Class has instant access to Elemental buff abilities (which can only be used with the necessary elemental weapon)
-Having too much Essence will cause a "berserker" like state. Acquiring more Essence at a certain amount while inflicted with this state will cause a game over.
-Pharmacist has free cost skill "Preparation"

Progress Report

Update 2

-Parley AP cost increased from 40 to 70

-Aerial Vermin HP nerf from 90 to 75

-Mages have boost command, can boost magic for a turn 3 times per battle. Assassins "Pickpocket" skill changed to "Pilfer" and is a free cost skill. Flee command added, costs 10 AP to use.

-Removed a switch that triggered the Catacombs Boss (which is completely optional) in the room before where you fight it (Has to be triggered through an actual event elsewhere in the dungeon)

Progress Report

Update 16/03/2015

Updates

-Tidied Underground Passage maps

-Maiden Charm Essence cost reduced to 50 Essence from 100

-Transmogrify Gems are now obtained from the Maiden statue upon healing instead of the Transmogrify menu. The amount obtained is tied to how many enemies you've defeated up until using the Maidens Statue. The more enemies defeated in succession, the potential amount of TGs you will get increases. TGs may also slightly restore AP upon usage

-Base elemental spell costs all increased to 25 AP from 20 AP

-Weapon Slash/Pierce skill cost increased to 25 AP from 20 AP

-Limiter Mechanic/Skill Link ability added. Accrue LP (Limiter Points, a somewhat hidden stat) when damage is recieved. At max LP, Skill Link can be accessed which is used to chain up to 3 skills consecutively during a single turn.

-Cordonian Bestiary added to the Record Room

-TGems can be bolstered into more powerful gems through an NPC. These gems allow transmogrification of better items. Gain 1 TJewel for every 5 TGems submitted and gain 1 TCrystal for every 3 TJewels submitted
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