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Development update, and 1500+ view thank-you! APPROACHING COMPLETION!

First, I wanted to give a THANK YOU! to our 1500+ page views. To celebrate, here is Ella with a message of her own!



Thank you, and please remember to hit that subscribe button at the top so you can be kept up to date on progress. Release is right around the corner, and nothing makes me happier than releasing a game that people enjoy spending their time with!

And now, the business! There's a couple things I wanted to talk about: first, is the fact that we're approaching completion. Secondly, I wanted to give you a taste of the baseline weapon skills that will be added to the game, and how that all will work. Here goes!

1. Approaching Completion!

The end is right around the corner! I just got back from travelling, and I'm ready to hit the game full force. I am very happy to announce, that only SIX MORE FLOORS remain to be mapped for the game! After that, I'll be tweaking the enemies, adding little extra things here and there, working on a couple cut-scenes, but the bulk of the work will be done.

This is huge, because the one thing taking up the most of my time, other than creating the enemies and skills, is the mapping. Once I'm finished with these last six maps, this game will be ready to hit release real soon!

2. Baseline Weapon Skill reveal!

I bet you're curious what some of these skills look like. Well here they are: the basic weapon skills available to every weapon, and what they do! Please note that this is a work in progress, and small adjustments may be made prior to release. But here's what we're looking at in regards to the skills.

Right hand weapons are your primary weapons. They consist of the following: Sword, Axe, Spear, Bow, Gloves, Staff. These are your main-hand weapon types. Each party member can wield whichever they please. Main-hand weapons have three skills, with the exception of the Staff having four.

Left hand items, which I also classify as weapons for the sake of how they are used, consist of the following: Shield, Focus, Dagger. These are your left-hand weapons, and like main-hand weapons, the party members can wield whichever they please. Off-hand weapons have two skills.

There are multiple upgrades and variations of these. There are also some hidden weapons. There are also unique weapons which switch up the baseline skills: for example, one weapon may have one powerful skill yet lack the other two that normally come with it. Others may swap a skill or two out and replace them with something else.

Mainhand Skills by Weapon

These are the base line weapon skills available at the start, not including the variation weapons, unique weapons and hidden weapon skills.

Sword
Skills: Slash, Parry, Hamstring.
Slash: Basic damage dealing ability. Full strength, costs nothing.
Parry: Raises your guard, allowing you a chance to parry all physical attacks until the end of that round.
Hamstring: Full damage strike that has a chance to lower the speed of the target.

Axe
Skills: Sunder, Crush, Bash.
Sunder: Basic damage dealing ability. Full strength, costs nothing.
Crush: Full damage strike that has a chance to lower the attack of the target.
Bash: 3/4th damage strike that has a chance to severely cripple the target's attack and physical defense for that 1 turn.

Spear
Skills: Thrust, Breaker, Sweep.
Thrust: Basic damage dealing ability. Full strength, costs nothing.
Breaker: Full damage strike that has a chance to lower the physical defense of the target.
Sweep: 3/4th damage strike that can hit all enemies in the battle.

Bow
Skills: Shoot, Target Arms, Poison Laced.
Shoot: Basic damage dealing ability. Full strength, costs nothing.
Target Arms: Full damage strike that has a chance to lower the hit rate of the target.
Poison Laced: Full damage strike that has a chance to poison the enemy.

Staff
Staves are unique in that they always come in an elemental flavor: a staff of fire will always cast fire spells, a staff of ice will always cast ice spells, and so on.
Skills: Cast (ELEMENT), Cast Regen, Cast Cleanse, Smack.
Cast (ELEMENT): Casts the element of that staff.
Cast Regen: Cast a spell on an ally, regenerating their health for 3 turns. Can be used outside of battle as well.
Cast Cleanse: Cast a spell on an ally, removing negative status effects. Can be used outside of battle as well.
Smack: A low damage attack on the enemy. Costs nothing. A good option when you need to conserve mana!

Off-hand Skills by Weapon

Shield
Skills: Barrier, Clatter.
Barrier: Raises the physical damage resistance of the user.
Clatter: Greatly increases the chance that the enemies will attack you rather than your ally.

Focus
Skills: Damp, Shell.
Damp: Severely lowers the target's magic attack and magic damage resistance for that 1 turn.
Shell: Raises the magic damage resistance of the user.

Dagger
Skills: Quick Blade, Haste.
Quick Blade: A full damage attack that goes first before any other action.
Haste: Raises the speed of the user.

Gloves
Skills: Barehanded.
Barehanded: A strike with no weapons equipped. You all start the game with gloves. They're meant to be upgraded... unless you wish to challenge yourself? There also may be more variations of this weapon in this game which do more.



And there you have it, the baseline skills! There are many variations of these, with some weapons having an entirely different skill set all together that are not listed here. Many of the unique weapons swap out abilities for other ones, so it becomes a matter of not only getting a weapon with better stats, but also a matter of which tool you think is best for the job.

So far I've been lugging around a lot of weapons and having fun swapping them out on the fly. I hope you enjoy them, too!

Remember to press that subscribe button! The game's coming out soon. You wouldn't want to miss it!

Posts

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Basically, unlike RPGs where you upgrade to better equipment and then sell off your old stuff, here you might want to hold onto them in case it'd come in handy later on for certain enemies.

Personally, I'm fond of skills that attack for you even if you don't/can't attack that turn. Whether it be by creating a shadow copy of yourself (that normal attacks each turn until it disappears) or unleashing something that will keep hitting the enemy even after the initial cast. Like creating a thunder cloud that zaps the enemy each turn until it disperses. Do you have any skills in the game like that?
author=HikiNeet
Basically, unlike RPGs where you upgrade to better equipment and then sell off your old stuff, here you might want to hold onto them in case it'd come in handy later on for certain enemies.


Yep! Right now I'm trying to get it going where the player will hold onto maybe two sets of the same weapon they decided to use. Another thing I'm working on is the idea of having the item shop (at the town hub) sell only upgrades of the baseline weapons, which would encourage you to hold onto all of the uniques you find in the dungeon. That way you're using a unique for a specific reason, not just because it has higher stats.

For example, there's a unique mainhand early on that has only one skill, and it's a powerful one. However, it's not the best thing for a boss, so at that point it'd be a good idea to swap to another weapon of the same type.

Personally, I'm fond of skills that attack for you even if you don't/can't attack that turn. Whether it be by creating a shadow copy of yourself (that normal attacks each turn until it disappears) or unleashing something that will keep hitting the enemy even after the initial cast. Like creating a thunder cloud that zaps the enemy each turn until it disperses. Do you have any skills in the game like that?


Currently what I've got is that every mainhand weapon has a zero cost skill that deals damage, and in most instances, it's highest damage option the player has for that weapon. The exception being, of course, the staff, since casting a spell will always require magic, yet the weak attack of "Smack" manages to fit the bill when you don't want to/can't spend the mana.

I do like those ideas you gave me! I think I'll have to add something like that. Right now the Poison/Toxicity skill is proving overwhelmingly powerful, so I'm trying to find a way to balance it, and I think I can work with that Thunder Cloud idea and add a couple more DoT's on top of that. If I want to create an actual shadow copy, though, that may require scripting that I don't have. Definitely something I'll be looking into though, and I'll see if I can set these ideas aside to try to event something nice!
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