Totally forgot itch had devlogs, so I'll start making updates here too...
Our latest project is called Necromacner's Quest, this time following the limitations of the ever-so-popular NES/Famicom. The game itself is a turn-based RPG, inspired by retro RPG games like Dragon Quest, Phantasy Star and Final Fantasy.
The Plot:
In Necromancer’s Quest you play as Urulu, a young girl-turned-necromancer as she descends into the Underworld hoping to resurrect her deceased twin sister. Upon her arrival she meets with Ereshkigal, the Queen of the Underworld, who explains that her sister’s body/soul has been ripped into the six pieces that have been spread all over the Underworld. So before she can even think about bringing her sister back to life, Urulu has to collect all the pieces of her sister’s body first.
The Gameplay:
The main quest is to explore the Underworld in search of the pieces of Olivia's soul. Unfortunately for our main character, Urulu does not have a party to support her on her quest, instead she has to face the challenges of the Underworld all alone. In other words, Urulu has to fight all the hungry, hostile monsters of the Underworld one-on-one (much like in Dragon Quest). The catch is, all actions require the use of life energy, the very thing keeping you alive, i.e. HP, MP, AP are all one and the same value, and you need to be careful with how you use it.
By defeating the beasts on her path, however, Urulu can absorb their life force, growing stronger in the process... Which in turn invites stronger and stronger monsters, each seeking to satiate their hunger for more succulent life energy. So your Exp is also a apart of your HP, the stronger more life force you have, the stronger you are, but the stronger you are, the stronger the enemies coming after you are.
Urulu can avoid this stampede of hungry beasts by transferring a part of her life force into various vessels found lying around in the Underworld, lessening her own “scent” by doing so. She can also get her life force back from the vessels by destroying the vessel. These vessels would essentially work like potions in other RPGs.
I'm also thinking of a possibility of making these vessels for other purposes than just healing, like buffs and strong attack spells (like Rin Tohsaka's jewels in the Fate series)
Currently I'm still fairly early on when it comes to content, with only 2 dungeons, 13 enemies, and 1 boss, but when it comes to the systems, animations, menus, battling, etc I like to think I much closer to finishing. I still need to finish the battle system (add functions for guarding and running, and effects for attacks) and make towns (including things like shops).
The end plan is to have 8 dungeons, (1 "tutorial", 6 for the body parts, and 1 final boss dungeon), each with at least 3 unique enemies going forward from what I have now along with 7 bosses total (at least).
PS. I'll have to drop a disclaimer right now, on Unreal Engine forums, which I frequent much more often, my record on updating my devlogs is quite abysmal, but I'll keep on updating this topic every time I update the one on UE forums, and with two topics to keep up to date, maybe I'll remember to update them more often... but no promises.