Posted May 12, 2021 by AoDLegacy
#Midweek Devlog #Progress Report #Sprites #Game Design #Balancing
This week has been spent working on the revisions prompted by the streams of last week, and I'm making some decent headway. The final boss of the demo has gotten some pretty major overhauls and is almost completely reworked. I'm presently in the process of brainstorming the changes to the first half of the demo, the part of the game that got the most flak in regards to writing.
I've also made numerous tweaks to combat, and I'll talk about those changes.
Scald - No longer free. Requires 10 TP to perform. Fire Break status has a 75% chance to inflict now instead of the much lower percent it was at.
Eruption - MP consumption increased to 90 MP and 30 TP. You will not be able to freely spam this move. This was the biggest offender in terms of balance I saw in the streams and something I do not want to see done often.
I will be adding more helpful descriptions to the skills in the final battle party member as I think people missed some very helpful info about what they should be doing in the fight. I definitely saw people were not playing this fight wisely and cost themselves some pain they didn't need. I may write a tutorial on the boss fight because there was just that much people missed.
Wina is starting to walk!
I'm likely to at least finish this walk cycle today and then move on to main project dev for the rest of the week, but she's actually moving. The big deal that prevented me from moving onto this step was designing Phoenix God form's frames. The trouble with that was each design was based off the previous, so I needed to finish all three layers before I could start walk cycles. We're just now getting into that, so expect a lot more progress on this end soon.
Unfortunately that's all I have asset wise. We'll see more as the weeks go by and I have more free time to focus on assets. Game design is more important than assets so assets will be a bit behind while we get the demo properly up to snuff. And, we're going to be seeing major changes to the demo in the next few weeks, so that's why assets have to fall behind a bit.
Let's address the topic of major changes!
Version 0. 2. 0 is going to be a thing, and here's what's coming.
I'm on the fence about officially implementing the wip of Wina's elemental form in this update, it is less visible than defaults on default backgrounds so I may wait a while and implement some custom battlebacks first. I don't believe I'll have time for that in this update though so don't count on it.
It's going to be a while still until we get any artwork of characters, as the artist I contact has been having a lot of issues and won't be able to start for a while. We've more important issues to worry about than pretty graphics, so it's not a major issue for me. I am still looking forward to seeing the end results of their work however.
That pretty much covers everything you need to know about things, it will take a while but I hope to have the first major update to the demo out within a few weeks. It *may* be longer than that though, as things in my life rarely go my way. I'm rather infamous for underestimating things.
You all have a good week, and try not to get eaten by the Boiling Crawlers until I can nerf bat them all.