Posted February 19, 2025 by Foxekai
#updates #update
I've been working on expanding the world map, making it more connected and immersive. The Forest Connector area now leads to [spoiler]’s Lake, where you’ll stumble upon new tree varieties—Maple, Chestnut, and Birch.
To make things smoother, I've merged smaller locations into larger, seamless areas, cutting down on unnecessary scene transitions. This means less loading, more exploring, and a world that feels more alive. Instant loading is the goal, and so far, this approach is working out great.
Not much to show visually this week, but trust me, there's been a massive overhaul under the hood.
Okay, here’s a big one—maybe a little ambitious, but I’m going for it.
I’m implementing a turn-based battle system for enemies stronger than you. But weaker enemies will still be fought in real time using your weapons and skills on hand.
Why the mix?
This approach should make fights feel more meaningful while still keeping the action flowing. What do you think? I genuinely want to know what you think of this system. I haven't seen this exact style used before. Usually you either spend the game in turn based against everything, like final fantasy, or you speed through enemies using one meta. If you have ideas to improve or just overall hate it, lemme know because I NEED to know.
Some games like to punish you with passing out if you don't make it to your bed by a certain time, A Forest tail is not other games. Stay up as long as you can, but you'll experience depuffs for every all-nighter you pull. Stay up long enough see what happens :))
Oh also one last thing, I'm planning another Alpha release soon to give a chance to try tree chopping, fighting enemies in real time battles and NPC dialogue. If all goes well then I can probably get that out this coming week.