Howdy all! We recently released our first ever trailer for our game, Hegemone Pass. What you might not know is that our laptop is not very good at video editing or video recording at 1080p. Everything lags to an unbelievable amount the minute you give it 1080p footage to play Read more…
I’ve taken another six months in the Underworld to work carefully on various things for the game’s “first” official public appearance, and have now risen back in Summer to give the spoils (but it should have been in Spring according to the myth!). Announcement Trailer Look at that! The first Read more…
Hey all! I’m back with some more progress on the game… Title Screen Update First of all, there’s a new title screen (and also a developer logo I’ll be showing off another day)! There are a few nice things about this title screen: The leader in the front is different Read more…
These last few changes are being done to make sure better gameplay in battle thanks to the new timeline, and from now on, the main thing I’ll be working on are mission design: level design, story, enemy encounters, balancing… The main game’s content, essentially.
New Timeline & Speed System
The big change is the new Timeline system: it’s now a fully fledged timeline. Each character’s speed stat now is more important now than ever, as it can grant an ally or foe an action before their foes!
Wow, it’s been a while! Three months! (And more for those checking the devlog through forums like Haxeflixel and TIGsource, I forgot to update them!) Real life intervenes in very harsh ways, but hopefully I’ll be able to resume work on the game in a steady fashion, most notably on the content aspect.
One mechanic I really wanted to spice up before fully focusing on content was the flower equipment system. It seemed relatively basic, it gave some stat boosts and a technique. It was a bit too basic, and would have required a lot of work (and balancing) to make a lot of flowers each have unique stats or techniques.
What I’ve implemented is a system of flower synergies. Persephone is a goddess, and despite having her title stolen, she can still empower her allies through the use of flowers, each character being able to equip up to three flowers at once.
Last time, there was a small part about an Enemy Spawner rework that occurred during development. But did you know that there were a few more iterations of the system? At the time of writing, the enemy spawner got it’s (hopefully) final iteration (though bugs are still possible), so I would like to go back and explain what happened to this system. I hope this could shed some light on the changes that can occur during game development. Please note that the gifs used don’t reflect the final game, they are old gifs I had of the game.
Long time no see!
First of all, I am terribly sorry for not having posted anything formal on the website. I had a two month period where I had a lot of real-life work to do, and the rest of the time during this silence was doing a lot of backend, such as bug fixing, and optimization here and there. Most importantly, I’ve also completed during that time both an attack choreography editor (battle animations) and a cut-scene editor, to speed up their creation. After all, who would want to edit large JSON files with lots of empty lines to just create a single cut-scene? Not me, that’s for sure.