Home Artists Posts Import Register

Content

Hi! I mostly focused on the shape fights this time and added new mechanics that make them easier and more unique. There are now 2 gauges to the left of the screen. One is a timer that indicates the time left before the next wave appears. The timer's length varies depending on which shape has spawned, instead of being a fixed length. If you can defeat a wave before the timer runs out, you will get a rank (S, A, B, C). The higher the rank, the more the second gauge (bonus gauge) is filled. The bonus gauge allows you to spawn different items depending on how much of the gauge you use by clicking the mouse wheel.
You can either spawn half a heart (full if you're lucky), 1 random power up out of 9, 1 dropped item, or 1 super power up out of 3. The small blue hearts dropped by shapes aren't a thing anymore.
Instead of dropped items being random after a shape fight, you now have to use the bonus gauge to increase the number of dropped items, like in normal fights.
There will also be special shapes carrying a random bonus appearing every now and then during shape fights, but I'll wait to be in a shape creation mood to do that one and others.
That was one of the biggest tasks on the list, and I'm very happy with the result!


 - Improve normal fights

 ̶-̶ ̶I̶m̶p̶r̶o̶v̶e̶ ̶s̶h̶a̶p̶e̶ ̶f̶i̶g̶h̶t̶s̶

- Implement unique spells

- Implement equipable fire pattern (90% done)

- Implement party skills

- Implement fight effects

- Implement KO state

- Improve result screen

- Implement the "my turn" mechanic

- Improve map

- Improve almanach

- Improve exploration

- Implement gallery

- Other fixes and improvements


You might have noticed that the fire patterns are 90% done. I changed my mind about these being equipable, and I'll instead have them be linked to specific characters (usually depending on their main attribute). All that's left to do is to link heart weapons to characters, but all 6 of them are already implement and working! Each one plays very differently from the other, but I'll keep what they are a secret for now. I've also improved the star weapon and made it stronger by the way! (the one you use in the demo).
Some of these gave me a lot of trouble, but I ended up making it through!

I've also added a way to rotate the heart/whatever you're grabbing in the overworld by using WASD/ZQSD. In case you're playing on laptop and missing a right and middle click, you can now use left alt and left shift instead.

Finally, I fixed a small bug and listed a few small ones. The one I fixed made it possible for party members to become sad in stair rooms, which is not supposed to happen and allows for some cheese in the demo by walking to and fro stair rooms, and even to get free shards and items by entering and leaving the stair room in Sablee.

And that's it! I'm currently in the process of drawing the Kitsune. The design is done, and I've begun the lineart.

Next on the list is the KO state, another big task on the list. Each other task is less work overall, but will still take some time obvisouly.

Alright, I think that's everything. See you! :D

Comments

Ahzi Dahaka

I always wondered what the deal was with the characters randomly getting sad and then spawning a bunch of free stuff if you click them a bunch. Handy, but kinda random. The new stuff for shape battles sounds great. I think characters having their own various fire patterns makes a lot of since, as it gives you real impetus to swap around between team members.

nosebecc

Yeah that was pretty much my reasoning. I also wanted each fire pattern to be unique in their own way, but that becomes kind of hard to do the more there are so 6 was a nice amount. Not only that, but it also saves me the work of adding a new type of item, a new slot to save/load, and a way to prevent the player from absolutely always using the same weapon. As for the sad state yeah I dunno, I really wanted the ability to tickle the characters for some reaon, so I figured I might as well turn it into an actual mechanic. Shard and shapes items are a bit harder to gather than magis and normal fight items, so it's a nice way to balance things a bit. As for the reasoning behind it I didn't go much further than "sometimes people are sad"