Announcements

Stealth JRPG

While I was stuck in the Underworld of real life (IRL Work), I’ve had time to reflect on small but cumulative issues I’ve collected from the 1st version of the private demo, alongside some concerns regarding the core of the gameplay itself (and the demo’s showcase). I realized that this Read more…

Battle System

The Small Stats and Timeline

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!

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Battle System

Equip Flowers!

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.

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Exploration

Iterations of the enemy spawners

Hello!

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.

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