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
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 … Continue reading Equip Flowers!
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