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Devlog #1

Last week we worked on the network, combat UI, icons and audio design!


We created a mockup for the combat screen which isn't completely done yet. We tried to put in a Fire Emblem vibe while designing the combat screen.

Here's the mockup (Made in Adobe Xd):

Some spells will applies positives or negatives status effects on characters like stat boosts and damage over time. Icons representing those effects will appears next to the character portraits.

The current attack is displayed on the left (Earth Ball in this case). We list in order chances to hit, damage, range, cooldown and the skill unique effect (That skill can knockback).

The knight (on the right) have a unique power called Riposte allowing him to riposte with a melee attack if the attacker is in range. 

Both characters health are displayed as green bars at the bottom of the screen.

- We added idle animations for each characters to make things a bit less static so we sort of play the walking animation on idle characters similar to old Final Fantasy games. This make the game feels more alive.

- We're almost done with sound design! We've got everything pretty much covered for the initial release.

- We fixed some performance issues due to some UI elements being very expensive!

We will be posting information about each planned character classes in the upcoming posts. Let's begin with :

Sarah the Medic!

  

Role: Support
Weapon: The mighty staff of divine power! (It's just a regular wooden staff actually...)
HP: Low tier
Initiative: Low tier
Damage output: Low tier
Movement: Low tier
Skill 1: Heal
Skill 2: Remove status
Power: HP regen


She doesn't shine with her stats, but her magics can turn the battlefield around! She will heal up your team, remove any negative status effect and she regen her HP in combat. Yeah.... you'll need to focus her down!

 

That's all for today! Stay tuned for the next devlog!

Thanks!