Sunday, August 28, 2016

Spent all day today making one spell. The things that take forever... it's a pretty complicated one though. Basically, you pick a target, and it doesn't do anything right away, but one turn later it does a big attack on everything in that target's row. A clever player will try to move out their characters to a different row in between to avoid it, but that won't necessarily always be possible.

Friday, August 26, 2016

The next plot segment is coming along quite well. It's going to be a pretty big release when it happens, because it will include a whole bunch of stuff:
-Plot, of course
-New characters, some of whom can be recruited
-A new unlockable class for Kristina, complete with a subclass to recruit into
-A new set of maps
-New enemies and fights, with their own mechanics
-The usual new weapons, skills, items, etc

No ETA yet since it's a big build with lots of work to do on it, but I'll keep updating with previews and so on as it's developed. For now, here's a teaser of some new character portraits:




Monday, August 22, 2016

Just a quick touch-up/polish release.

Changelog:
Added Thunder4.ogg to the package, so that shouldn't crash anymore
The maid now has a lv5 skill
The apprentice now has a lv3 skill
Added a couple of minor interactables in Trysnaak

https://mega.nz/#!y9NSFLQb!sHwP03gjtlWz0rhWuvY7MY00nl-kyJwXa1S3UhIBPhA

Wednesday, August 17, 2016

Since I haven't heard of any major bugs since the last release, for the moment I'm moving on to new content. Specifically, my current project is a limit break system. You've probably noticed the bars across the bottom of the battle screen that fill up over time; I'm adding a new category of skills that consume the party limit bar to use. The plan as of now: each named character will have four different limit skills that consume a different amount of bar to use (one, two, three, and four segments, respectively). The limit skills won't be learned normally; instead, they'll be attained via quests. A couple in the main plot, but mostly side quests. As one would expect from limit break skills, they'll be very powerful, but also the intent is that they have unique effects that might otherwise be unattainable. Haven't decided for certain what, if anything, I'm going to do in regards to limits and generic recruits, but it's a concept that's in the works.

Monday, August 15, 2016

0.1.3 Systems Release

Alright, time for the next release. Not very much by way of new content in this one, admittedly; it's mostly back-end stuff. Link:

https://mega.nz/#!PkF2UIKK!aT5vjvFVi_YYq-I7qzHJvMNgoMAtDaQV9tistfDm6Js

Changelog:

-Added the game database system, accessible from the main menu. Going into it will allow for more in-depth descriptions of various parts of the game. For now, there are two categories: Classes, which explains each available class in more detail, including MP/TP data and equipment types, as well as any relevant quirks of their abilities, and Journal, which contains a plot recap up to the current point, as well as various characters' thoughts on it that haven't come up in cutscenes.

-Added the in-battle status option, finally. Select it (it's below "item") and select an ally or enemy to see a list of all of the various status effects on that character and a short description of each. Some statuses can be kind of complex, and seeing only the icons isn't necessarily very useful, so the status option is kind of vital. It's a character action, but it doesn't take a turn, so use it readily.

-Reworked the mesmerist class. The new spells function on a focus system. That is, the mesmerist takes a turn to activate the spell, and from that point it drains mana per turn to have a continuous effect. Casting it again will remove the spell and stop draining mana.

-Touched up some assorted stuff in Trysnaak, including adding a few more interactables and fixing some typos. Nothing major.

-Some minor bugfixes and dialogue reworks here and there throughout the game.

-Changed the default battle music to something less default.

-Yet another attempt to resolve the "width of null" error with the ritual cutscene. Hopefully this one finally sticks.

-Added a banner image to the patreon page. Ok, that's not really part of the game, admittedly.

And with that, contingent on there being no bugs (ha, like that would ever happen), I'm satisfied in calling this the "full demo" version. I'll still be doing releases as normal so the term is a bit misleading, but this level of content is where I feel it's appropriate to start advertising in earnest. Thanks to everyone for your support so far!

Sunday, August 14, 2016

I was hoping to have the next release out about now, but apparently Eydis just decides not to join the party for no discernible reason. Yay. Release will be as soon as I figure that out and fix it; hang tight.