Devlog #067: KO (Patreon)
Content
Hi!
First of all, I just woke up to see the Patreon at $1000+.
Once again, thank you all so much!!! I've been saying this a lot recently, and I'll keep saying it.
Quite a bit of progress was made this time as well!
First of all, I implemented a KO state. Instead of having to spend Magis/Shards when losing a fight, the character you were playing as will now lose 1 to 4 lives, depending on your opponent's left health. When a character runs out of lives, they will be KOed, meaning you won't be able to play as them anymore until you reach a save room, which heals everyone in your party. Each rank up increases a character max life count by 1.
If everyone in the party gets KOed, your only option will be to give up, which drains your characters' EXP for the current level, sends you back to your last save point, and causes you to lose half your Magis & shards. Giving up willingly causes you to lose a quarter of your Magis & shards instead of half, and in both cases you will be a ble to play a mini game where you can save some of these Magis & shards before they are lost forever.
I then rework they way the stats work a little bit and cleaned related code. Heart armor and max amount of clickable blocks now depend on character rank. The spell card has also been improved to show the characters' unique skill, party skill and heart weapon. Finally, unique skills, party skills and heart weapons now work in fights!
The heart weapon you used during the demo was "star" for eveyone, but now each character has one of 6 heart weapon, meaning there is now a reason to choose your character before a shape fight.
Party skills influence the party's stats a little bit. For example, let's say Rose has a "bonus red affinity" party skill. If you use Vuu in a fight while Rose is in your party, Vuu will get a small bonus to her red affinity, making her red spells stronger.
The unique skill is similar to a normal, except they are... Well, unique. I haven't decided on who will have what yet but these unique skills will have an effect that no other spell/relic/skill have. They also work a bit differently from normal spells, in that a gauge will be filled next to the skill each time you kill a Shape. Once the gauge is filled, the skill becomes usable!
All of these are set to a character and cannot be changed.
- Improve normal fights
̶-̶ ̶I̶m̶p̶r̶o̶v̶e̶ ̶s̶h̶a̶p̶e̶ ̶f̶i̶g̶h̶t̶s̶
- ̶I̶m̶p̶l̶e̶m̶e̶n̶t̶ ̶u̶n̶i̶q̶u̶e̶ ̶s̶p̶e̶l̶l̶s̶
- ̶I̶m̶p̶l̶e̶m̶e̶n̶t̶ ̶e̶q̶u̶i̶p̶a̶b̶l̶e̶ ̶f̶i̶r̶e̶ ̶p̶a̶t̶t̶e̶r̶n̶
- ̶I̶m̶p̶l̶e̶m̶e̶n̶t̶ ̶p̶a̶r̶t̶y̶ ̶s̶k̶i̶l̶l̶s̶
- Implement fight effects
- ̶I̶m̶p̶l̶e̶m̶e̶n̶t̶ ̶K̶O̶ ̶s̶t̶a̶t̶e̶
- Improve result screen
- Implement the "my turn" mechanic
- Improve map
- Improve almanach
- Improve exploration
- Implement gallery
- Other fixes and improvements
Because of the current situation I had to stay home, which meant more time for me to work on the game. However I'll be going back to work this month, so progress will be impacted a little.
Also, inspiration suddenly struck me a few days ago and I began drawing another monstergirl. She won't be revealed until next demo, and she won't be the only one! I should be done drawing her soon, and I'll begin to work on the Lamia right after that.
And that's about it for now! See you! :D