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5/16/24: News, Updates, Links, And Stats!

Greetings! We at Shift.//ascend have been hard at work this past week to get some things ready to show off! First off I want to offer a massive Thank you to everyone who reads the Blog Posts, and follows what we do here! 

I am overjoyed to announce that Shift.//ascend has an official Twitter! 

Here is the Link: https://twitter.com/Shift_Ascend

We post daily on Twitter showing off various concept arts, sketches and more about the Project! Go check us out and give us a follow!

Next up we have an official Youtube Channel now!

Here is that Link: https://www.youtube.com/@Shift.ascend

We post music and updates on Youtube as well! If you wanna help out, go ahead and subscribe!

Alright! That out of the way, let's go ahead and get on with this week’s topic. Stats and breakdowns. Chimeros: Aurum Apostolum has a great many number systems working in tandem to make sure everything functions. Not so many that they are impossible to learn, but some were designed to be “felt” more than learned. One of those systems was stats. Much like every JRPG in existence, Chimeros: Aurum Apostolum works by checking numbers, throwing them into complex equations and having the code interpret those results into on screen feedback.

Sounds simple. Kinda is. Let me elaborate. In Chimeros: Aurum Apostolum there are 7 Stat categories. They are the following:

  • Health Points (HP)
  • Strength (Str)
  • Defense (Def)
  • Spirit (Spr)
  • Resist (Rst)
  • Wisdom (Wis)
  • Speed (Spd)

Seven categories. We could not justify 9. My programmer was going to strangle me if I did. So we settled on 7! Some are pretty easy to understand, but ya know. Some are not. Elaboration time!

  • Health Points (HP): Governs your Creatures total Health pool. No health, no creature. 
  • Strength (Str): Physical Strength. How strong are they? Can they lift mountains? Or twigs?
  • Defense (Def): Physical Defense. How hard do they have to be hit for it to Actually hurt. 
  • Spirit (Spr): Magical Strength. How close their connection to their element is. The difference between a firebolt, and a fireball. 
  • Resist (Rst): Magical Defenses. How hard is it for them to be damaged by anything from an elemental source
  • Wisdom (Wis): Combat knowledge. This stat has a few quirks but is primarily used in buffing/debuffing, and healing. How well do you know how to close an injury or poison your foe
  • Speed (Spd): Zoom. higher means you get to move first. 

See? Not so bad now huh! Except. The fact that each element, and creature species offers buffs and debuffs built into this system. Some go as far as +/-20%. When we made this system we made it so there was an Element/Type combo in mind for each of them. That is not to say “There is one specific pairing you should use on each of these sets” More so, we decided to make a poster child for each of the Element/Type pairings, and use them for internal testing. If you want to play a fast water type? Go for it. Slow electric that hits like a truck? There's a creature for you. 486 creatures. 81 pairings. There is bound to be something to fit your play style.

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