New Updates added!
2015-03-18
Sorry for the huge update! I hope it will be worth a read!
So been a little while since I shared some progress again, but I have some new updates that I thought I could share. There has been some more road bumps with some scripts (Some that I'm currently trying to solve), but there's also been a lot of stuff that I have worked out.
Will share some new information regarding the progress of the game, down below:
Spells and icon consistency:
So the inconsistency of my icons was a bit of a problem in my current version, so I tried to solve this by making some small changes to them.
I tried to make it more of a theme, so that every icon looks more or less the same instead of being inconsistent around the board.
I also changed the battle icons, and got rid of the boarder and made them a bit smaller since the previous icons made the menus look so busy.
I think that my new layout fits better, and clean up the menus a lot better than before.
I changed most of the spell icons and since I had a limited amount, I decided to reuse some of them but with a bit of a modification (different colour, added a small but different layout)
in order to change it up a bit. I think it works pretty well with what I had, and the spell icons are really lovely! (Credits to Celianna for her amazing work!).
Menu Icons:
Battle-Flee icons:
Battle icons:
Spells:
Overworld abilities:
As stated in previous updates, my game is using a mechanic where the player can interract with the world in different way with the means of overworld abilities:
(Hand of Chaos is the very first one presented in the current demo). There's been some addition and work with these.
Upgradable:
Once the abilities have been retrieved, the player will be able to upgrade them in various ways. This will allow to open up different sections,
and areas that would have been impossible to reach without the upgrade. Some examples will be listed below in regard of the abilities that I have been working on.
Clem's ability - Gadgets.
Clem - the girl with an obsessive interest towards building things, and experimenting with materials in order to build new and useful items, will have the ability to use the mechanic:
Gadgets.
Gadgets will work as a crafting tool for the player to make useful items in battle. Some will work as a table turner, or to even the odds of the battle ground.
but they will also use a mechanic where you can combo status effecs and change the functions of spells.
Some examples that I am working on:
Scan module - Scans the target revealing valuable information on their strength and weaknesses.
Water bomb - Drenches the target and causing the status Soaked, can for example be combined with frost spells in order to cause freeze.
Vial of oil: Thow sticky oil at the target. Can be combined with fire spells in order to set the target on fire, among other uses.
Snare: Wingclips an enemy.
The system will work as a level up up function, and when Clem reaches a new Gadget level, she will have more craftable gadgets in her arsenal.
She will get experience towards this ability by repairing or disabling various objects in the world, or help people out with various tasks.
The reasoning behind the mechanic is to spice up the battle system a bit, and hopefully give the player a satisfaction in figuring out new combinations.
Shane's ability - Tounge of the wildlife.
Shane - The short tempered and somewhat crazy archer, also has a different side to him being close to nature.
With his vital-system developed in naturalistic auras he has the ability to control nature in various ways. One of these is the ability to talk to animals.
This ability will prove useful in gathering information that is hidden from the world of men. With upgrading Shane will also be able to control various sizes of animals to his biding,
and access areas unreachable for humans.
Monster Materials:
Always found it weird that non-human enemies drops gear and gold? Yes? - Me too!
Instead of droping gold and various things the monsters of Violent Whispers will drop "monster materials" - Bug brains, wings, ghost essences etc, etc.
These materials will have various functions, but the majority of them can be sold to the correct buyer (mysterious wanderers, collectors, shady merchants) to gain some profit in gold.
But there are also more rare items that will give even better benefits, and also people out in the world that's looking for some rare specimen of a material. By gaining tasks from these people,
and find the material in question various rewards will be given when handing it over to the buyer. (I guess it sort of works a bit like 'Can be sold for a premium' FF XIII style).
So with the progress of the game, I have tried to spice the game up a bit in a fashion that's not too overwhelming.
Since I had to scrap some of my original ideas since they really had no place and function (in a way), and add something that's a bit more simple to create.
I also hope they would serve as more interesting, and hopefully won't overwhelm the player.
With most of the repolished mechanics in the work, I am looking forward to see the response from people and get some feedback.
I decided to create mechanics around the world and the personalities of my characters in order to come up with something that makes sense, and that won't distract the player as something alienated.
There are fun times ahead in implementing these mechanics, and I'm having a blast to work with it.
I hope the results will be what I'm setting them out to be and that they are basic enough, without me being swarmed in work.
So with these updates I will leave the rest for another time, and hope that you find the read interesting,
Please feel free to give any feedback on the planned functions, do they sound interesting or do you think that they could be improved in some way? Maybe even be cut-out all together?
I'm looking forward to share some new information later on, and as always your support means the world to me!
That's it for now.
Signing off.
~Dark.