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Changes Coming With Renpy

SbArPg
A downloadable game for Windows, macOS, Linux, and Android

Hey guys! Like we’ve mentioned before, we wanted to give in more detail of what’s changing when going over to renpy. So, let’s start it.

Game Flow
Starting off with the one changing the most. Instead of just wandering around doing whatever you want you’re being put on a railway at first. The game will start you out with story and just introduce system after system, character after character. You’ll have a limited area and time to work with, then as you continue on with the story, more of the world will be opened up to you. This of course will take the writer some time to redo it all, but all exploration won’t be absent.

While a majority of things and characters will be part of the main story instead just meeting them and getting involved in some of the things they’re up to. You’ll still need to be their type and all eventually, but least for what the main story is concerned. Not saying that won’t affect it.

How The Story Works
Which leads us to the main point, the story! After the intro plays out, like stated before, you’ll be limited on what you can do. While the main plot of the story hasn’t changed, the way the player get there has. Instead of doing and meeting the right things for it to start to pop up, you’ll be guided on an adventure like most other games. With a clear thing to do from start to end and when you’re supposed to do it.

Once you have more of the world open up, you’ll be able to choose to do something else and return to the story, but until a good chunk of the story has been completed so systems are introduced and opened up, you’ll be sitting along for the ride.

Azul has decided to make the enemies you fight a part of this as well. Making each encounter be its own special thing in the story that you have to work up to, instead of just a random event that gives you a hint there will be something here later, then popping up with you’re the right level. You’ll get introduced to the threat in some way, then go on an x long series of events with characters before facing off with them in the end. Along with the natural story that was being told, this will force some events that were planned to come/are out to be included. Meaning a lot of what you know will be changing to make an entirely new, yet somewhat familiar, experience.

Fights
And in order to make the enemies feel unique, we’ll be throwing in what we’ve stated before on how these will change, plus some new things that incorporate other systems in place and are changing. How you fight the enemy being one of them.

Like before, we want the enemy you’re fighting to change what they do based on what you do to them like in the little interactive we gave to show off what was wanted. Now, we’ll be changing upon that system. There’s no longer accuracy you have to worry or not worry about. The move you choose will simply work, or the enemy you use it on will just counter it making it useless to use on them specifically. But, there are also fighting styles like before.

As you go through the story, characters will teach you how to deal with the treats. At first, it’s a combination of learning a fighting style to use for the fight and going out to learn about the threat itself. Then, it will just be about learning about the threat itself  Just like the interactive where you choose to either attack, tease, or grab. Those will be the 3 styles you’ll enter the fight with, but this time, it’s based on what race you are.

Each race will have its own fighting style you can use in the fight and you can’t change it. The only thing you can do, like before, is change your race this time to change the way you fight as well. You’ll slowly unlock these 3 one after the other, and each enemy will be more prone to one of them and will most likely wreck you with another one. Leaving one in between. You may be able to still win with two, but more likely, it’s you surviving till the turn limit is up like before.

This will make each fight have plenty to discover and work at to know each enemy  if you want to win. Not saying you can’t lose even when you’re using the best option of styles. Now, there will be a number of things to see in each fight in seeing how each enemy reacts to each move. And of course, Do Nothing will still be there.

The Other Bits
How and when the player sleeps, how items are used, what they do, among other things are also changing, but those details are best learned as the game tells you. You’ll still be able to find characters outside of the main story, the ones inside of the story and out, and learn what they’re up to outside of it. All these changes do mean a lot of events will be changing or outright removed. As they’re no longer needed, and we’re trying to make sure everything in the game flows well together. Nothing is out of place and doesn’t belong as some shoehorned system we’re adding in just case we can. Including the systems that were already supposed to be in there, but were taking awhile to be placed.

And hopefully! We can get this out soon for people who are financially supporting us so we can do all of this, then get a chunky amount in so everyone else can enjoy the game as well.

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