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.
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.
I’m trying out something new this week. If it doesn’t seem to work out, I’ll return to somewhat regular weekly updates. In this format, I focus on a single feature at a time, with updates not always on Saturday.
When you explore the missions of Hegemone Pass, you’ll be interacting with a few gimmicks in the world that might hinder or help your progress in the mission. Today, we’ll be looking at the Leader Lock Zones, a strange area that forces your leader to switch to the leader matching the color of the zone. In addition, while inside this zone, you cannot switch your leader!
Today’s update is not going to be major. I have been hard at work on making the first chapter of the game, but it is nowhere near close to being done. So, today I’m going to just showcase what exactly I have done this past week. This week, I was Read more…