Howdy all! We’ve got some great news for our stealth JRPG! The Kickstarter for the game is almost complete, and is going online on May 10th, 2019! This is probably the most important time for the game, and the fate of it’s future development lies in your hands! There’s about Read more…
There are a lot of changes that I’m talking about today. However, before I do, there’s a thing I want to start with. OPEN DEMO & KICKSTARTER SOON This is important. Sometime soon, I want to put online a test demo accessible to everyone this time around. A shorter and 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.
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.
Welcome to the Hegemone Pass development log! This is a short introductory post regarding the game and it’s website. Please note that this website is still a work in progress, so there might be drastic changes to the design or overall structure of the site as we go further into Read more…