Home Artists Posts Import Register

Content

Hello patreons! Today we report what we have done this week!

First, I started this new art a couple of days ago, but since the release we've been working on doing more bug testing. We fixed some small stuff for Abbadon and a lot of Yoshika that wasn't working, we haven't found more bugs beyond that  and at least there is nothing game crashing or critical.

MEGA  

Also these days I've been doing some research, thinking and design for a total combat overhaul: Since the UI and the basic mechanics are done, I think the priority for this month should be this.

So what we have in mind? The idea is that the player will have up to 3 armies, each army having 3 sections (left, right and center flank), and with 2 combat units (a frontal, more melee based unit, and a backline unit which has usually more range attacks) and a support unit each (which gives bonuses).  Similar to how Crusader Kings 2 manages it.

Each army has 1 general, up to 3 commanders (one for each block), and up to 6 officers (one for each combat unit). Sounds complicated, but to be honest this is easier to understand with visuals and shouldn't be that hard in game to get it. 

Each turn you give orders to execute a manuever to each block. So yo can ask to your right flank to do an aggresive manuever while your center flank holds, etc.  The idea, as with regular combat, is that there are 2 types of damage: Damage that affects your HP, and the arousal of your units, and there will be a mix of units that will let you focus on different kind of strategies. 

If we are doing the combat like this is in part because the feeling of the game is that the MC is an important lord/lady in the world, and running along through the forest fighting monsters isn't what they usually do. Although we may add "hunting" events that still have duels. 


Hopefully we will have a good advance in a couple of weeks to show, we will try to finish at least 1 character a week and once these enemies (Goblin, giant and chinchilla) are done we will probably redo some older assets (Abbadon, Helena, Lucina).


Thats all for today's report, but feel free to ask if you think we missed something! And thank you all for your support! 


Files

Comments

DuoDevelopers

Here is the link to the new build: <a href="https://mega.nz/" rel="nofollow noopener" target="_blank">https://mega.nz/</a>#!lAAAnboA!tebLrC0L2jJc4qsK0UTe-9mkIsAtYQHEqxwEiDQ-Z-k

Anonymous

So our followers can be generals?

DuoDevelopers

We are still thinking about that, not sure yet. For now we've been thinking that the general of the first army is always the MC, and it will have a special "advisor" which maybe certain followers could be, so there may be some interaction, etc. but maybe not every follower will have this option. Not gonna lie that this are difficult choices from a design point: Should the game be more linear like a VN? If so, the management available would be very limited, and that conflicts with the idea that you are a powerful lord with the ability to decide the path of your realm. But if it's all open, the amount of content required for every follower is beyond possible, so for now our idea is that followers are more straight forward and have their own specific story and path, while other positions like generals, etc. are filled with procedural NPCs. So i.e. Helena is the head maid, and that cannot be changed, same like Yoshika is in charge of the gym, etc. This is not set on stone tho, but it's been difficult to balance these aspects of the game.