MechScape- "EARLY BIRD PRICE" IN EFFECT-ONLY $4.99!| DLC IN DEVELOPMENT

Biestmann

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I really like all of these different mechanics you are implementing. Seems stages will be quite varied!
 

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I really like all of these different mechanics you are implementing. Seems stages will be quite varied!
Yup, that's the plan! Just from my own experience playing games like this, it's just so boring when you progress from stage to stage and they're all the same gameplay experience. That's why I've tried to switch it up every time.

Thanks so much for your support of the game!
 

Biestmann

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I don't know if this is planned, but a final or extra stage incorporating all mechanics at once to test the player's skill would be quite amazing!
 

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I don't know if this is planned, but a final or extra stage incorporating all mechanics at once to test the player's skill would be quite amazing!
All mechanics at once, hmm...?

Well, the extra stages have not yet been drawn up... This can easily be the concept behind the more difficult ones.

Thanks so much for that- it may very well end up being a thing. :)
 

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Minor Update
Nothing to actually... show today (it'd be just random screenshots that don't really show anything new), but Stage 3 is exactly 1/3 of the way done now. Again, this one is massive. 25 BIG maps- a true final challenge. :)
 

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Hi everyone,

No real update today, but I'm going back-and-forth on a gameplay decision- if you recall, in the base game I included an option to view info on enemies- the Analyze system- after getting feedback that it was difficult to discern which ability would be the best to copy at any given moment.

I wanted to ask you, the players: considering that this DLC campaign does not contain the Copy system... Would you still think the Analyze system is something worth including? Or would it make the game too easy if info about enemies was fed to you?

Thanks so much for your support, everyone!!
 

Biestmann

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I think the ability is worth keeping if it shows information that allows the player to make more effective choices against that particular enemy. Even just knowing the enemy's options in combat can help inform one's strategy after all. And players that choose not to use the system are not really punished for it either.

If we consider just the setting, I believe the system is a nice fit as well. I don't see a reason to remove it, really.
 

MechScapeZH

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I think the ability is worth keeping if it shows information that allows the player to make more effective choices against that particular enemy. Even just knowing the enemy's options in combat can help inform one's strategy after all. And players that choose not to use the system are not really punished for it either.

If we consider just the setting, I believe the system is a nice fit as well. I don't see a reason to remove it, really.
I see. The reason I asked was that I did get (comparatively very few) complaints that the system did "reduce difficulty." I was definitely leaning towards keeping it in a big way for the reasons you just stated- I'll do so, then.

Thanks so much for your quick response & all your support thus far!
 

MechScapeZH

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Small update- 16/25 maps done now.

Progress is being made, slowly but surely. :)
 

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UPDATE!
Finally, all the maps for the campaign are done!! (Oh, thank goodness. :guffaw:)

So that essentially completes the game's "skeleton"'/basic framework. What still needs to be done is- and I write them as much for myself as for everyone else:

-Extra/challenge maps
-Visual effects (background details, animations on parallax & battle BGs)
-Menus (upgrade menu, details on party select menu, stage choosing menu)
-Story art
-Title screen
-Analyze texts
-Maybe new tile-sets, not sure yet

So it's coming along smoothly! More to come!
 
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Biestmann

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Congratulations on reaching this milestone! I am excited to see your progress moving forward, and give feedback as well of course. With the framework done, your game should be shaping up wonderfully with every improvement made to the visuals from this point on.
 

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Congratulations on reaching this milestone! I am excited to see your progress moving forward, and give feedback as well of course. With the framework done, your game should be shaping up wonderfully with every improvement made to the visuals from this point on.
Your support means so much- the game simply wouldn't have gotten to this point without your support & feedback!

I truly hope so- having the framework done is great. Now for the hard part- slaving over Blender for 1000s of hours. :guffaw:

Thank you so much!
 

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And back. Trying to work online with no internet for 1.5 days was...interesting. I felt like a character in a old Sierra game trying to find internet due to all the hoops I had to jump through just to get online for work.
grief... if MV didn't have certain plugins already, I think I'd upgrade to MZ. seeing like 10 MV plugins in 1 MZ one is hilariously convenient lol.
Have you already checkes out my mapping tutorial on the blog? I would love to hear your feedback and things you'd like to see in the future!

one of character for my upcoming game idk how to design o_O

Designing patches that can 'augmented' to clothing based armor. Such good fun. A bit time consuming due to the need to create image displays, but the patches are limited so it's not too tiring.
Note: lol, posting this made me find a couple mistakes.

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