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Game Design

Players are the Worst

I think I wrote this friggin' thing about three different times, each with a different approach to the topic at hand. What you're about to read may or may not be completely coherent, but I hope the general idea actually stick with you. If something here doesn't make any sense, feel free to shout at me in the comments. I'm going to go and sleep off this massive headache I got from thinking about this topic.

Don't think, people. Don't ever think. It hurts your brain too much. You can quote me on that.

Anyway, this past month saw me doing to battle balance what I did to the art last month. Now that I have a playable game from beginning to end, I needed to get a better feel for how the entire game felt from beginning to end. And let me tell you: I wasn't too happy with it. Especially the mid-late game.

The biggest balancing flaw was how equipment stat changes are handled. The original idea was that every piece of equipment you put on a character should have a dramatic effect on their stats, and even their intended actions during combat. Equip a piece of heavy armor should make most attack glance off of them easily. In the early parts of the game, this achieved exactly what it set out to do. However, the problems came at late game, when you had enough equipment to mix and match with, that stats took on a blatantly horrific amount of fluctuation. With enough tweaking, for example, a character's armor stat could range from 10 all the way to 78! Combine that between 4 stats across six characters, and you can imagine what kind of nightmare it would be to balance all of that. While it's fun to find optimal setups, this kind of fluctuation went FAR beyond what I was expecting.

The only thing I could do at this point was to put in the time to revamp the equipment system and battle balance just like I did with art. So that's what I did. While I was balancing, one system tweak led to another breaking, and fixing that led to another break somewhere else. Each breakage taught me a new lesson, and enough lessons built up over time that caused me rethink my overall approach to PotF's design. Fast forward a month later, and here we are with a revamped system and a new, more positive mentality.

Before we talk about what I mean by a more "positive" mentality, please take some time to watch this video by Mark Brown:



...I feel personally attacked in this video.


The long and short of it is: when you're developing a game with multiple approaches to solve a problem, like an RPG, it's typically better to encourage the playstyle you want instead of punishing the style you don't. This will allow players to play the way they want to play without being slapped in the face the moment they take one step off from the intended path.

Until recently, I've had "punish bad playstyles" at the front of my mind when designing the difficulty of battles: Enemies will attack allies with low SP to punish spamming that ally. Damage can be reduced to near 0 at max SP to punish players ignoring guard break attacks. Characters will be almost completely unable to move to punish overloading them with armor.

However, over the course of playtesting, I've adopted a mentality that I believe will achieve the same effects without being too much of an asshole to the player. Now, enemies will attack allies with HIGH SP in order to REWARD using your whole party. Damage reduction at max SP will be REDUCED in order to REWARD players who utilize guard break attacks (more on that later). Armor values have been tweaked in order to REWARD experimenting with different equipment loadouts.


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*Side note*

As I'm writing this blog, I keep thinking back to EvilEagles' article about more complex methods of implementing difficulty while maintaining immersion, and realizing more and more how such methods can be applied to PotF.

Punishment-based difficulty fell in line with PotF's hopeless setting; Death was everywhere you looked. Battles against even common enemies could lead to a party wipe if you weren't paying attention. Much like the characters, players would find their path to the end after getting knocked around over and over again every time a mistake was made, assuming they even get that far.

Switching over to a rewards-based mentality can affect the overall outlook of the game's world. Yes, it's still hard for those who don't pay attention, but the excitement over finding a way to survive is a reflection of the character's mentality. The story is all about how hopeless the situation is, and how Aeyr, Mia, and the others react in such a world. Finding solutions to difficult situations gives the player the same excitement as it does the player characters, which makes their reactions in a hopeless world all the more believable.

While I've still got a lot to mull over regarding that article, I realize I've got him to thank for reopening this line of thought that I haven't touched in a long time.

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With that said, here are the steps I've taken towards this new mentality:

1) Streamline stats and lowered armor value changes

There were two big reasons behind this decision. The first was to allow players to tweak the characters the way they wanted to. Since armor and Relics can't be swapped in the middle of battle, the biggest stat alterations were left to weapons and personal gear. This will allow you to switch strategies on the fly.

...And the REAL reason for this is because testing these wild stat changes was a friggin' nightmare, and I wanted to have this game done sometime this century.


2) Reversed targeting algorithm for enemies

Originally, enemies targeted allies with lower SP to punish players who used that ally exclusively. However, what turned out to be the case was players could just use two actions for one ally, then have that ally focus to get more defense. This was a rather timid playstyle that I didn't want to encourage, so I turned the targeting algorithm on its head to achieve the same result by rewarding players who USE allies that they don't want getting hit.


3) Reduced damage reduction at max SP from 75% to 50%

Working rather well with point 2, this reduction means that more damage is going to be inflicted on both the party and the enemy. With such a large damage reduction, players were encouraged to avoid using party members that they wanted to act as a damage tank. In addition, it was practically required to start battles with either a guard break attack or magic to inflict direct damage. While serviceable, it wasn't doing much to put players in a state of flow. Often the extra step felt more frustrating than it did rewarding. With the damage reduction lowered, you can immediately start inflicting damage physically, but you'll just be inflicting MORE damage if you open up with a guard break attack.

Combine this point with point 2, and the result is that the party will be able to take more hits before dying. You'll be given a bit more room to learn from mistakes without it being too frustrating.


With these changes, I hope players are more encouraged the find playstyles that suit them, rather than feel punished for trying to experiment.

Progress Report

A Non-Artist Grumbles About Art

I've been working on this project for the better part of 3 years now (holy shit). During those three years, I've been working on my own personal growth as a developer, writer, designer and, obviously, an artist. While I'm not yet practiced enough to call what I've got an "art style," I am learning to strike a balance between what I think looks neat and what I am capable of pulling off. The more I draw, whether they be assets for PotF for just personal doodles, the clearer that balance becomes.

Which brings us to today, where I have a combination of assets aged from two days and three years. Characters have different shading styles, face structure is a little wonky, expressions lack personality, etc. If I redrew everything again from the ground up every time I noticed a flaw, PotF will never see the light of day. What I CAN do, though, is update the art style of older assets to match the new look.

So that's what I did.

A wonderful piece of advice I was given a while ago was this: Don't try to make your work look, "good," because it never will. What looks "good" is entirely subjective, and holding your work to such an amorphous, ever changing standard is incredibly destructive. Instead, aim to convey the story you wish to tell with your work. If that means something doesn't look "realistic", then whatever.

Let's see a before/after comparison for Mia as an example:




1) Eyebrows are now above bangs. For many characters like her and Aeyr, a characters bangs could make it harder to see their eyebrows. Since that is a big part of their facial expressions, I decided to prioritize being able to see their brows than shortening their bangs.

2) Reorganized solid black shade. Solid black shading was inspired by Etrian Odyssey's art style, but it's difficult to place properly. Now, the solid black shading is placed in more natural locations, like the far end of a character's hair.

3) Armor has a more smooth glint rather than a bright reflective surface. I didn't want armor to have a super reflective glint, so this is what I went with.


As of this writing, I have finished giving this update to both busts and portraits for all of the major characters. I wish I could go back two years and punch myself in the face for a bunch of amateur mistakes made when creating these assets, but I've learned what to do and what not to do from them, so I guess it all balances out?

A few other random examples:



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So... yeah. Your opinions, whether you agree or disagree with my reasoning, will all be pretty valid. Hell, I'll probably look back on these portraits and go, "ew I can't believe I did that," a year from now. However, this is the look I'm gonna go with, and I'm gonna call these done so I can finally check "character art" off the big list of things to do.

After I'm done with PotF, I'll probably spend a lot of time working on improving my own art while figuring out what my next project will be. For PotF, though, this is the style I'm going to go with. There's a whole laundry list of items that need doing, and so I'm going to work on them starting now.


Thanks for reading!

Progress Report

Optimization Begets Anger


Took me three and a half freakin years to be able to see this screen. *Wipes tear*



Because I didn't want ANOTHER blog of assurances of continued work on the same areas, I kicked myself into overdrive the last couple of weeks to get a major milestone completed. Today, I'm happy to write that PotF is now playable from start to end credits. It's unrefined, unpolished, unbalanced, and un-insert-positive-descriptor-here, but it's playable.

Now that the framework on how the endings are managed has been set, the rest of the pieces will start falling into place much faster.

For those that don't know, this is a project that I've technically started waaaay back in 2009. So, really, it took me almost an entire damn decade to be able to write that last paragraph. I'll save the sappy monologue for after the game is finished, but Prayer of the Faithless' endgame has a little extra impact on me on top of the already substantial hype of completing a game.

From here on, I'm going to focus solely on getting the non-battle aspects of the game completed. This includes the dialogue, skits, art, and cutscene eventing. I'm doing this not only because it's a big milestone that I want to knock out before switching gears to battle balancing, but because testing the final dungeon with all the equipment and party loadouts has made me painfully aware of certain balancing issues that trance back to a few core components of the battle system that need addressing.

I'll talk about the specifics in the next blog, but the reason behind these issues lies in trying to optimize the game before having all of the core components together. Trying to fine-tune a battle system like this requires a stronger scope of the entire game than I had going in, and it was too easy to fall into the trap of fine-tuning character and equipment stats for a specific chunk of the game without minding how well that would scale 20 hours or so later. To be blunt: the endgame is an unbalanced mess that's far too easy to break (in unfun ways).

Whether this was a failure of proper scoping or an inevitable aspect of game dev in general, I can't say for certain. However, I have learned so much about what to do and what not to do during the course of PotF's development, and I know I am better for having jumped into the fire.

Thanks again for reading!

Progress Report

Employment was a Mistake

This month is going to be a short update, primarily because most of the work I've done last month consists of back end stuff that doesn't make for good progress report fodder. The other reason is that, a few weeks after the last blog, I managed to secure myself a new job and have been trying to adjust. I think I've started to get the hang of it, but I usually only have the energy to work on the game for about 30 minutes each day on weekdays. But hey, at least I don't have to worry about being thrown out on the streets, so that's a plus.

Last month I said I would be focuing on editing the script and designing the final dungeon. Today, I'm happy to accounce that I've in the middle of editing the script and designing the final dungeon. These are the reports that I know you all look forward to reading about each month, am I right?

Okay, but seriously, Chapter 5 is the biggest chapter of them all in terms of required content, so you'll have to forgive me if I take a liiiiiiittle longer than I usually do to show off progress. ESPECIALLY progress that doesn't contain massive spoilers.

The good news is that none of this is particularly hard work. Nothing anywhere near the level of designing endgame logic. The problem is that there is just a lot of work that needs doing, and I have very little time each day to do it. I'll hope to be used to this new job soon enough that I'll have more energy to spend on this game, but that will take time.

Overall, this month was a positive one for me, personally. I'll do my best to make sure that positive development reflects into PotF development progress. Thanks so much for reading!

Progress Report

Feeling Mobile While Bleeding to Death

Last month I talked about how life hit a snag and that development on PotF will be slow. This month, I have yet to escape from the snag, and therefore development on PotF remains slow. On the bright side, I've made myself a little home in the area around the snag, so life is a little more stable. I'm still bleeding profusely, but at least I'll be comfortable while trying to get unstuck! As of this writing, there are a few prospective chances to get out of the snag within the next few days. Hopefully, I'll be able to get out of it soon!

Anyway, onto progress of the game. That's why we're all here, isn't it? As fun as it is to whine, that's not what you're all here for. So, without further ado...

Like I said last month, most of my effort will be getting the game playable, rather than polished. I won't be testing anything until I implement the final boss. So far, here is my progress:


I added a new color to better convey exactly how much progress has been made


Keep in mind that all this meter shows is the state of PLAYABLE content, and the testing color only shows what has been proven to work, not necessarily balanced. It does not take into account non-critical aspects, such as skits, new gear, etc, balancing, etc. I'll still need to do all sorts of balance testing and other boring stuff like that before I can truly call it complete. Once the meter is completely green, I'll be ready to send it off to testers.


WIP of one of the new areas you'll be visiting.


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On the gameplay side of things, I've made a tweak to how armor is going to work. If you follow me on Twitter, you may have seen me talk about how I wanted to change how armor affects SP. Right now, all armor lowers more max SP depending on the weight. Now, armor increases the cost of all your abilities instead. Here is the most extreme example of Aeyr's Drives before and after maxing out his gear slots on heavy armor:


Also, I've made changes to the icons to help you tell at a glance which moves are Guard Break attacks. Characters are also getting unique icons for their Burst Drives. That was always the plan, but it wasn't until now that I'm actually getting to it.


Again, this is after equipping two pieces of heavy armor on Aeyr, one of only two party members that can even wear it. You can lessen the SP cost penalty by equipping lighter armor, or go completely unarmored and play more conservatively.

To balance this, three changes have been made:

1: Armor's defensive bonuses will be increased to balance out the lack of mobility.
2: Armor will no longer reduce max SP.
3: All enemies will gain an extra bonus to damage to punish those who let their SP run out while wearing little to no armor.

So why make this change at all?

Well, the change to SP damage reduction from a hard amount to a % amount didn't compliment the bonuses given to armor. I wanted the decision to equip armor be one of managing mobility vs. defense. If you wanted to go unarmored, the thought should be "I'm going to keep my SP from running out to maximize my defense."

This didn't work well with SP damage reduction being % based. You could just equip heavy armor, then play the same way as if you were unarmored. There was no drawback. Therefore, the change was made. I'm very happy with the result.

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Moving forward, I'll be beginning work on Chapter 5. The first draft of all the cutscenes have been written, so I'll be focusing on editing them and designing the final dungeon before I'm ready to put it all together. Unity has completed all of the monsters, and Eric Ramos has completed all of the music. So that means all blame for the game's delays can be rested solely at my feet! Isn't that grand?

As always, thanks for reading! Seeing any kind of interest in the game after so long means the world to me.

Progress Report

Update

I was surprised and exhilarated to log into RMN and notice that the last blog managed to get featured on the front page! I can only hope that someone, somewhere, may have found my solution to a problem helpful in their own game design. It'd mean the world to me if it did.

So how am I going to follow that up? By announcing that development for PotF just hit a snag. That seems appropriate, right?

Unfortunately, the last few weeks have been more than a little stressful for me. After a long and arduous few weeks, I was let go from my job a few days ago. I won't bore/depress anyone with the details, suffice to say that I wasn't as active on RMN because I got lazy.

So why am I complaining about this to you all? Well, because my priorities have to shift away from PotF and towards securing a new job. This is going to affect my projected release window of this summer. How far along will it be pushed back? Honestly, I can't say. All I can do is give a huge, massive thanks to everyone here for sticking with PotF's development for so long, and promise that I will give you a new release window when I can see one.

I'll still work on the game little by little in the spare time I can find, and I'll still keep up the monthly update blogs, but I think I'm gonna change my dev strategy: Before, I would complete one character's chapter, then run through it myself before sending it off to testers. Now, with the endgame so close (I'm about to implement cutscenes for Mia 4), I think I'm going to go ahead and finish up the rest of the game before involving testers. Screw balancing and screw testing, I'm gonna work on making the game playable from beginning to end right now, and work on polishing it later.

But let's end on a positive note: I want to reiterate how thankful I am you all have stuck around as long as you have. I'm sorry to throw this out at you, but I hope you understand. Again, I'll still post a blog monthly (I'll never run out of topics to talk about, haha), so don't think I'm dipping out of RMN or work on the game.

Game Design

Rewarding Player Skill

I feel like I should save this for the monthly update, but I'm too excited about this to keep it to myself.

After countless hours of testing and watching other people play the game, I noticed a disturbing trend for Mia's party: there is an optimal flowchart of skills you can choose that lets you get through battles without much thought. For example: When an enemy uses Miasma Charge, always have Amalie use Piercing Light to cancel it, regardless of what other skills players have that grant various bonuses against charged enemies.

More disheartening, no one ever uses Mia's Rush stance. Ever. It is this problem that I will be addressing with this blog.

As an iaido style sword fighter, Mia can switch between a drawn and sheathed sword stance to change her role in combat. In sheathed stance (dubbed Saboteur), Mia could inflict debuffs and guard break attacks as well as steal buffs from foes. After enough penalties have been applied, players could optimize damage output by switching Mia to a drawn stance (called Rush) and using her enhanced critical rate combined with the rest of the party's attacks to unleash an explosive flurry of attacks. When she runs low on SP, Mia could then return to Saboteur stance by using a final attack to inflict massive damage or to calmly sheathe her sword to recover high SP, leaving her less vulnerable to attacks.

Here's how players use her: Use Lightning Draw to damage enemies, then immediately sheathe and recover SP. Don't bother with Rush stance. Just keep debuffing in Saboteur stance.

Debuff, then damage. Debuff, then damage. Focus, debuff, then damage. The same flowchart strategy that Prayer of the Faithless was supposed to discourage was now the optimal strategy. This had to change. Mia needed more than a tweak to her stats or even her skills. She needed a system-level mechanic that makes her unique as a fighter on a fundamental level.

After a while of searching and testing, I figured out the problem: Most of Mia's Burst Drives are too static. Too situational. The intent was to give the characters a variety of tools to make them more useful in different situations. Instead, the hard damage and conditional critical attacks were so restrictive that players would naturally gravitate towards the default skills and ignore any potential strategy the later skills would offer.

Now, though, I believe I have found the solution. I present Mia's Brand abilities.



Here is Mia's familiar Burst Drive: Lightning Draw. For those that have played the demo, you'll notice that there is a new state that Lightning Draw can now apply. This state is the core of Mia's new strategy, as most of Mia's Burst Drives now incorporate Brand in some way.

Branded enemies gain a slight weakness to all physical damage types, so the entire party can benefit from a branded target. However, the real meat of the Brand state is thus: When a party member (including Mia), performs a basic attack on a target, Mia will immediately follow up with a basic attack on ALL branded enemies at the cost of some SP without using one of your precious three actions during a turn.



The key term when designing Mia's Rush stance is "Burst Offence." With her sword out, Mia's primary role is inflicting physical damage. In this regard, she should have no equal. Not even Aeyr with his aggressive style of play and multitude of offensive options can match Mia's Rush stance. With the brand state, now I feel she can finally apply that key term in battle.

"But Nova, you said you wanted to discourage mindless button mashing. Won't this mechanic encourage spamming basic attacks?"

Good question. And one that inspired the title of this blog.

Simply mashing basic attack is a very bad idea with Mia in this state. Since each follow up attack costs SP, Mia becomes more and more vulnerable to damage as you lay down the offense. If you happen to brand a large group of enemies, Mia will run out of SP very quickly.

If you happen to drain Mia's SP to the point where she can't perform any more follow up attacks, she will incur a penalty:


I should probably remove the sword twirl before the sheathe to represent her exhausion, though. I just used her basic Sheathe animation as a placeholder.


Mia will automatically return to Saboteur stance, and you won't get to benefit from any kind of bonus had you switched back using a Burst Drive. This means you have to plan out how many follow up attacks she will do and act accordingly.

Now, let's examine the change to her overpowered Sheathe Drive:



Before, Sheathe would restore a static 40% SP (more than the standard Focus), as well as clear Mia of all emotional ailments. The ailment clearing was fine, but the SP regen was far too much. All players wanted to do was go immediately to Sheathe and not make use of Mia's damage potential in Rush stance at all. Now, the base amount has been greatly lowered, but the potential of restoration grows if you're successful in applying brands on enemies (which you have multiple options to do so, even after changing to Rush stance).

Regardless of the reason, reverting to Saboteur stance clears all brands from enemies. In addition, brands will automatically fade away after a turn or two. It'll be up to you, the player, to decide when to end your offense and return Mia to Saboteur stance.


This new brand system means that Mia's style better rewards skillful setups and environmental awareness. Players will have to think more about their actions, and can't rely on the same flowchart battle plan for every encounter. When you play the full game, you'll see how Mia's abilities give her more options against branded enemies.

I haven't tried adding these tweaks to the demo, yet. If I can apply these new changes to the demo without breaking anything, I'll certainly update the public build so you all can check it out for yourself.

Progress Report

Wrapping Up Major Milestones

Thankfully, an April Fool's blog saved us the trouble of wasting everyone's times with a boring, "yeah, I'm still working on this," blog. That being said... yeah, I'm still working on this.

I said I'd finish the dialogue last blog, and I did. Now I can switch between editing the dialogue and continue working on other aspects of the game. Since I'm nearly done with mapping, that's going to be my focus next. After finishing the outline, I went back into level design and finished all the maps for Aeyr and Mia 4. In terms of mapping, all I need to do now is the final dungeon, and that'll be one major chunk of work completed.

Now that I'm near the end of development, I need to get on something I should have started a while ago: distribution method. Ever since the decision was made to go commercial, Steam was going to be my go-to location. While it's still pretty high on the list thanks to its massive potential audience, I'm wondering if I might find better chances in places like itch.io or somewhere. Right now, I don't even know if releasing on multiple platforms is an option. If it is, great. If ANYONE has experience with this sort of thing, I'd greatly value your input on this.

At my current pace, I think I'll still be able to finish and release this near the end of summer, which gives me about 3-4 months starting as of this writing. As soon as I have a finalized date, I'll make sure to let you know. Thanks for reading, and wish me luck as I get closer and closer to that finish line!

Game Design

Technical Difficulties

Ỷ̰͓̬̙͂̇̉ͮ̀Ȯ͒͏̶̫̙Ṳ̡͉̩̟̻̫͓̦̟ͯ̎̉̕͢'̛͎̟̠̘̙͙̯̭̾̍̽ͣ̒̎̋̕V̭̘̞͉̗̫͆̏͘̕͟E̞͕ͤ͐͑ͣͥ̓̌̚͝ ̴̴̧̬͚̓ͫ̓̂B́ͩͭ́̾͏̘̺̞͉E̢̥̲̭̣̦͇͎͛͗̓̾͜Ẻ̜͓͓̗̤̱́N̷ͪͯ͆̉́̊͌͌҉̰͉̩͍̹͔ ̡͎̰͓̉̃̆ͧ̉Ĭ̶̞̖ͨ͘ͅN̿͆͑̽̅͏̬̦͓͖͈ ̨̣̫͇͚̙͍̈́͆̄ͣ͑̉ͧ̚Â̡̙͉̹̱̂̑̍̎ͦ͑͘ͅ ͈̱͈͕̬ͭ̄ͯ͒̀ͩ̍͢C̥̥̝̖̬̟̭͋ͤͣ̎ͪͭ̉̂̔͘͟Ō̠̥̯ͬ͢ͅM̴̪̺̃̀̆͌A̴̸̩͉̗̲̣͖͈͊ͥ̃̓̀̾͋̚ ̣̤̩͎̦̟ͬ̔̀ͬ̋̚̕͠F͔̪̥͎̥̱͚̺̻͒̐͛̑̓̅O̶̜ͫ͛Ŕ̦̗̦̆͛ͭ̐ͥ ̶͕̥̜̦̪̫̤̜̺̇̌͆͆ͦ̍ͨS͍̤̭͔̲̼ͮ̄̉̊̾̿̚͢I̛͍͂̿̆Xͧ̑ͩͬ͏͇̗̯͕̥̞̮ͅT̜̳̝̳̬̈͂͢E͗̔̉͒̋ͣ̕҉̵̣Ĕ͉̰̝̣̰̻̟̬͊͠ͅN̢̞ͯ̉̕ ̇ͫ̿͑̽҉̹̤̙̺̠̮Y̡̭̦̟̯̗̱̗͂̇͂͛ͮ͋ͪĘ̮̻̬̳̦͚͊͌͊ͅA̶̜͊́R̯̹̠̮͋ͫ͑́̆́̚͢S̱̥̓͘
̦͙̃ͩ̄̃̌̓̽͠
̸̣͉̥̮̙͓ͪ̏ͣ̐͗̕Y͕͍̬̫͗ͤ̃ͩ̈ͣ̑O̴̻̘͙̼̅̈̀͢Ṵ͖̪͌ͫ͛̌̑͑̀̚͢ ͖ͪͬ̀ͤM̻͍͎͑ͦ̃ͪ̀U̠̹͎͓̇̍͊̀͆ͯ̑ͤ̽͘S̶̼͍̱̞̲̟̚͢͝T̸̥͔̱̾̑̐́ ̬̻͕̳̭̦̘͙̿̈́̉̾̒ͬ́W̶̐͂̅͑҉͔̦A͈̐͝͝Ķ̷̩͇̬͍̩ͧ̽ͣͣ̀̾E̱̱͊ ̥̼̜͈͍̬̱̪̊̃̈ͪ͋̉̔͐͛͘ͅU̸͚̮̭ͤ̐̽̈̿ͮP̛̣̗̪̳̮̞̖͑̊̓̽̾̊ͦ͢͠!̧̳ͯ͠͠ ̸̸͇͔͙̦́ͤ̽̂̑̆ͅT̸͕̈́ͫH̲̙̲̲͆ͬͭͣͩ̒̐̒̕E̩̬̖̫͇͊̈́̊̈ͭ́̅͞ ̶̳̙̆̍̂̎́́͞R͉̟̖̥̤͓̝̞̭ͦ̒ͫÈ̡̘͇͂̿̇̋͑̓S̫͚͔͇̼̩̮̳̊̔̚̕͢͡Ȋ̴̥͚̟̭̤̗ͨ̊Ş͖͚͉̄̃̎͗̾͜T̢̹ͯͦ̐̕A̶̯̪̦ͥ͒̑ͫN̡̛͕͎̐ͦ̆̌̌ͧ͑ͤC̨͍̝̱͒ͮ̌͊̔̔ͨ͋͘E̡̲̥ͥ̒̇͆̈́̄̈́̊ͬͅ ̢͓̣͖̳̤͆̊ͮͧ͛͟N̸̬̠͍̅̒̐ͫͧͦ̅̕Ë͕̝̑ͦ̽͒ͫE͑̔͋̐͏̜̩͖̼̗̼͍̙D̢̛̞͉̱̠͎̃̓͂͑ͫͭ͆͡Š̛̯̙̥̝̜̥̉̅̅ͩ͆ͤ͡͠ ̳̞̣͑̒ͩ͞Ÿ̪͇̰̻̊ͦ̉͂̊̂ͦ͘̕Ö̷͕͙̺̖̞̥͇́ͭͦͨ͟Ṷ̷̞͇̲ͤ̉̇ͭ!̷͍̪͈̞͍̖̊̒̌͌ͮ͛
̦̰̗͔̹͈̎̑̚͟͜
͔̻̙̓̇́̾͛̓́ͬH͙̎̀̕Ě͈̗̙͓̟ͤ̽̒̈'̧̹͓ͦͧ̓̂S̱͚͑͗̈̄̐͑ͅ ̴̶̣̻ͥͦͮͮ͆̃S̷̠̦͎̩̟͋̏ͤ̇̾ͨͪT̨̼̔̅̽̒̏̄̚A̜͗ͣͬ̃ͦ̎̍͊N̵̖͓͇̿ͬͯ̃͡D͖̘́ͭ̄͋Ī̛̹͖͍̦͓͚͓͒̑̚͠ͅN͎̳͈̗̼̞ͬ̅̊͞ͅG͙̙͎̣̦͚̈́ ̧̛̬͔̗̱̰͎̊̏̎̑̋̚͟R̸̨̖͆ͮ̿̑ͣ̈́̊Ḯ̢̞̳͍́̔̀ͩͮ͜G͋ͯͩ̓ͦ̃͏̺ͅH̤̱̠̰ͦ̎̂ͦ͗̌̽ͨ͡T͈̙̎͒̒̈̓ ̷̺͉̮͈̫͚̲̥̊ͣ̿͑ͭ͠B̴̘̗̗̞̱̌̀͌ͭ̇̌̾̈́͝ͅE̢̡͂̃͋̊̇̓ͫ҉̗͚̗Ḥ̸̴͕̱̗͚̘̘̳͛ͤͤ̋͌I̦͙͖̫ͫͨ̋͒N̵͕̮͍̬͂ͬ̈́̆̓͆͡D̸̰͓̟̞̭̭̠ͧ̃̊̓͊ͯ̿͌̕ ̸̧̺̻͓̐̒̒̿͌̐̒Y͇̥̝͖̌̑̏͒ͣ̆Ǫ̶̳̣̱̘̝̈̋̓̍̊Ȗ̖̙̂ͮ̇ͭ̓̆͠!͕̙̘̱͔̦̟̠ͭͣ̽ͩ͐ͬ̓ͪ ̢̢͖͙̬̹̣͓͉͎̜͛̽̓ͨͬ̈́́͜R̴̡̳͕̰͈̱̫̉ͪ̑͊̉̀Ṵ̧̟̝͎̹͍̱̓̆̃͘Ņ͇͚̉͑̿̆͡!̨̫̞̲̦̳̤͚̐̒ͮ́͊ͬͦ͛͟

Progress Report

Writing the End of the Game

Hoo, boy. This is it. This is the moment I've been anticipating (and dreading) since I first started this project. Mapping for Aeyr and Mia 4 is done bar some visual polish, the enemies have been designed and just need one more battler from unity (who has been doing great work, by the way!), and the dialogue is written and edited. All that's left is to put it all together before I can call chapter 4 completely done.

As I do that, though, I'm going to shelf a few sides of designing, like level design, art, etc., and focus on writing the rest of the game's script. See, I am now finally at the point where I'm writing the dialogue for chapter 5. The end of the game. The chapter where every plot point, ending condition check, and character arc set up since the beginning receives their payoff. Chapters 4 and 5 are very closely linked, so I feel it's best to get the exact framework down before building the game.

I won't lie: writing the dialogue for this chapter has kept me in a bitter mood. Not only because the endings aren't the most cheerful, but because I have to essentially do triple the work that I normally do when writing a chapter. I won't say much beyond that to avoid spoilers, but players of Soul Sunder will understand why this isn't as simple as writing a simple "good" and "bad" ending. I'm a bit of a picky eater when it comes to endings, so this is gonna be a loooad of work to do, but I feel the payoff is going to be worth it.


Anyway, beyond that, I've also been slowly working on the trailer. That really should be higher on the priority list, but OpenShot's habit of randomly stroking out and crashing has been wearing down on my patience for a while. I have the trailer outlined and the first 30 seconds done, but this interface is really annoying. If this is one of the top rated free video editing programs, I dread to see what the others look like.

I probably should just do a clip compilation. It's certainly be a lot easier, but I don't think that would do the game justice. So I'm here needlessly overcomplicating things because fuck me, I guess.

Thanks for reading! Sorry there isn't any pretty pictures this time. Hopefully I'll make up for it with a trailer later this month or next month!