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It's been slightly over the year since the demo was released. At some point I've decided to complete the game before making any more releases since it was a side project and the story and content has been settled. In truth, if I were to focus solely on the Displaced on that time I'd expect it to be released at this point, but as we know, Strive:Conquest happened and Displaced became an off-time project. But since there's been lots of art to catch up and it was generally worked on by a single artist, it had a fairly steady progress. Now I finally got to set things up for the whole thing without being distracted by strive (and also gather my thoughts for future changes). 

Displaced, being project which would be completed in one go, actually gives me a whole new experience on designing the game from front to an end without much of an input from audience. This has its benefits and drawbacks, but I must say it somewhat appeal to me to visualize whole thing at once instead of changing it on the go to meet the demands of the current moment as I'm working on strive. 

At this moment we have most of first draft writing and maybe 90% of the art complete (rest is waiting for the story's last bits). But as I moved to the gameplay rework, I've figured that most of the gameplay will have to be reworked (which I've already stated). Today I'll go through most of the changes and details. 

Firstly, major changes on the things related to the demo. 

  • Player party will only feature 3 characters at once
  • Passive resource gathering will be removed
  • Leveling will be more traditional
  • Crafting will be simplified

So basically, gameplay wise Displaced is moving from Management-Village builder to more traditional JRPG with slight building elements. 

So here's a bit of dry numbers on the combat and progress system.

  • There's 6 characters, 3 are 'tanky-melee' types, 3 are 'caster-ranged' type. There's no formation for player but some characters will be able to redirect enemy attacks. 
  • Each character has 8 default skills: 4 attack skills, 2 support skills, 2 ultimate skills. Skills can be unlocked with levels. The damage system is elemental based. There's 9 'elements' in total
  • Each character gets 2 distinct weapons which will alter some of their skills, i.e. melee character will be able to choose between more damaging or more tanking weapon
  • Each weapon and armor will be upgradeable
  • Maximum level is 40, while estimated player level by the end is 30. Level increases HP and Attack proportionally. There's complete progression formula for both characters and enemies
  • Village upgrades will boost characters stats and sometimes unlock new scenes and events
  • Gear and Village upgrades will take resources which will be dropped from enemies

Currently I'm working on composing a whole game structure plan with all the events, combat areas and so on, which should work greatly in allowing the game to be assembled in one piece, fill blank spots and correct outdated scripts. I hope to be done with it in next few days which will allow me to finish with enemy and combat data, and add missing scripts. 

i know not everyone is going to be happy with changing genre from management, and for those I hope Conquest will fill the role. For others I hope the story and art will meet your standards while I also try to make combat and gameplay satisfying. I'm still holding back on giving plot details to prevent spoilers, including adult content but if there's a curiosity, I can make another post with some details. 

As usual, thank you for your time and support. For this month I also plan to present some of the Conquest's GUI rework. 

Comments

Miu

Of course we are curious! All of your games thus far have been extraordinary, and I expect great things and more from you. Keep going, you got this!