[Update #12] Version B.0.5.0
This is the next of the usual devlogs to keep you informed about my progress.
The project Late Shape Journey is now in version B.0.5.0.
A download is not available for this game yet.
Menu: Re-added "Formation"
Status: Revamped layout; "Aura" icon; Changed parameters; Added data
Battle: Revamped layout; "Aura" icon; "Control" icon; Adjusted "Turn Order"
Option: Revamped layout; "Compass" option; Changed "Control" list
Item: Revamped layout; "Information Tags" for help window
Ability: Adjusted layout; Added categories and sample data
Log: Adjusted layout and parameters; Added prompt to "Dialogue" screen
Battle Log: Adjusted layout and parameters; Adjusted "Terms"
Compass and Map: Adjusted layout and parameters; "Legend" for map window
Title: "Random Background" mechanic
Chapter: "Optional Achievements" display on the overlay
Asset: Last "Chapter 8" music and additional tileset; Last "Hub-Area" tileset
Plugin: Visual effect plugins, log plugins, gab and compass (map) plugins
Misc. (1): New icon, stable and beta version; Complete asset and folder check
Misc. (2): Bugfixes and adjustments for layouts, assets and plugin parameters
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Progress Showcase (Outdated)
The ability menu has been given a "final" layout adjustment to better use the left-over space between windows.
Additionally, all sub categories have been filled with (somewhat) prototypes. The general amount of skills "should" be final in their concept, but I will probably adjust and re-name some of them when continuing work on the database and battle system.
Above you can see the "final" layout for battle skills. As you select a specific skill, it will show battle data accordingly. You will note the following for battle skills:
- The magic abilities (MP usage) will be split into three focus-types, specializing on more damage output, higher state occurrence and higher debuff occurrence. They can also be unleashed by spending aura points in order to enhance their power or duration respectively.
- The stamina abilities (SP usage) will be split into three special moves (protect, negate, burst) and the three stance tactics which give an edge in battle over each other. They can be used instantly, without using up the actors turn.
- The aura abilities (AP usage) will (currently) be split into two healing and two movement manoeuvres. The first two of each category will be boostable to gain more duration for higher cost, while the second two will have a fixed cost with an instant effect.
All abilities are being upgraded by gaining the corresponding treasure (reward for pets) within a dungeon. As the abilities increase in rank, their effect's power and duration will increase in exchange for higher costs.
For the other sub categories:
- Field abilities will be powers and/or effects which can be used at specific points within a dungeon. Based on the non-linear approach for dungeons, you will only be able to use a specific group of abilities within the dungeon you have obtained them in.
- State and Effect will list the battle skills accordingly to give detailed information on what their additional state, buff or instant effects will cause.
Some additional things which are currently only concepts, though:
- Your default attack and defend skills will have certain effects, as well. You may also note that enemy attack and defend are listed separately.
- Stamina abilities are self-targeted, albeit the protect move will block damage intended for your pet.
- As mentioned, the stance moves will work in a triangle against each other. By switching your stance before attacking an opponent, you can gain an advantage and vice versa.
- Recover will heal your HP over time. The duration is increasable with aura points after the skill has been upgraded accordingly.
- Replenish will heal a certain amount of HP in an instant. The amount and aura cost depends on the rank of the ability, as well.
- Skip will (probably) be an ability that will ignore an actors turn in favour of some sort of recovery or bonus effect.
- Escape will end a normal encounter (without fail). By upgrading, additional effect(s) may be able to occur.
- Aura and Aura Break will display the state of your aura shield, which is connected to your aura ability, yet separate from abilities and AP costs. It is reduced by getting damage the actor is weak against and can be upgraded to endure more and/or worse attacks.
Finally for this update, we have the Combat Log. At this point you can already tell however, that I finally broke and decided to leave the completion of these menus until I am done with the combat system itself. Because, same as back for our half-anniversary, it just won't work otherwise and I will only make myself a headache trying to finish it for the sake of it.
Still, I have added back in the terms needed for the interface and played around with the formatting and text-colouring. It is still experimental, and as said will definitively change once I know what to do with it, but the menu is at least somewhat set up for now.
... Just like the whole combat system is just ... somewhat set up.
(One day, at least ... one day ...)
Feel free to follow my project here on itch.io or via my x-profile.
The next update will be showcased on here as soon as it is ready.
Like always, thank you for reading and have a nice week, everyone.
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Late Shape - Project
Changeable Dungeon Exploration. (Devlog/Betas)
Status | Prototype |
Author | Salbei |
Genre | Role Playing |
Tags | 2D, Dungeon Crawler, Exploration, Fantasy, Turn-based |
Languages | English |
More posts
- [Update #15] Version B.0.6.5Oct 01, 2023
- [Special #6] Concept Log OverviewAug 09, 2023
- [Concept #9] Unreach ModeAug 09, 2023
- [Announce] Updated Page/Log LayoutJul 29, 2023
- [Concept #8] Field AbilitiesJul 21, 2023
- [Update #14] Version B.0.6.0Jul 15, 2023
- [Concept #7] Battle AbilitiesJun 27, 2023
- [Special #5] Mini-Update Part IIJun 11, 2023
- [Special #4] Mini-Update Part IApr 12, 2023
- [Concept #6] Game StructureApr 12, 2023
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