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 … Continue reading The Small Stats and Timeline
Indroducing a new mastery system for titles, a rank system for party members, and a big change to the turn system in Hegemone Pass, more akin to Persona now! Turn-Based Combat Update Before this update, the game was still on a simple turn-based system, where each character decides their actions at the start of the turn, and the … Continue reading Mastery and Turn-Based Combat
Hello! A few things were done since my last post, all related to the exploration parts of the game. Locked Doors & Keys Originally, there were keys in the game. However, they served no purpose gameplay-wise, except for the fact that certain missions had the objective of finding them all to clear the mission. I'm … Continue reading Challenge Gates! Locked Doors and Powers!
This week's update will talk about how you get new titles in Hegemone Pass! It will be essential, so pay attention! TITLES First, a quick recap about titles. A title acts as an equipment for each character. The title's powers take effect once the owner of that title becomes the leader in battle. All your allies and foes have one equipped. A title can … Continue reading Stolen Titles : Obtaining new Titles
Today, I’m going to explain a bit more about Leader Switching. Disclaimer: This is a copy of an update previously posted on the devlogs located on the Haxeflixel Forums and the TIGSource forums, with very minor tweaks. Please remember that these pictures of the game are not final, things might change later on... The game runs … Continue reading First details on Leader Switching