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Mithos56
Mithos56

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May 21st Weekly Update

This week i focused on simplifying the spell system, and redoing the way charming works.


I've streamlined the spell system.  Instead of having a lot of spells at once, I'm going to instead initially focus on having a few spells the player can cycle through, giving the player access to maybe 3-4 spells at one time.   There will be a chance to swap these spells out when new ones are discovered.


I'm hoping this will make things a little more streamlined and action oriented, as well as easier to pick up and put down.  Of course, the spell damage and costs will still need to be balanced!


Charming now works like other spells, and is cast(channeled) to get the effect instead of sneaking up on enemies.  This means it takes a little more work to charm enemies, but they can now be charmed at any time!

Once you start casting the spell, it will start to increase the enemies "charmed" meter, which shows up as a heart above their head.  Once this hits 25%, the enemy will just stare dumbfounded, so this in effect can be used to stun enemies.  If you stop charming them before the meter is filled, it will slowly tick down, and the enemies will become active again when it hits zero.  

In the future, I plan for failure to trigger a waiting period before you can try again.  There will also be effects if you charm the enemy too much!

I hope to get a build with the changed spell casting out sooner then later!

I know this is a lot of text, and not a lot of exciting sexy stuff.  I wanted to make this change before I started doing the new animations for the new goblins.  No point wasting time on custom charm animations if I was only going to change it later.

Thanks for your time and support, and as always I'd love to hear any questions or concerns!


May 21st Weekly Update

Comments

The magicka style system was the original idea, the first try of it didn't seem to impress, so I went back and added a little spit and polish to it, and it still didn't impress. After going through a couple other ideas, I've settled on where we are now.

Mithos56

So I've been reading through the past updates here-- just found this gem and started patronizing you yesterday-- and I'm curious about the history of its development so far. For instance, you asked about the spell... "system", and reading through some of the past discussion about it, I wanted to ask how long you've had this... More or less Magicka sort of system in place. Is that a game you're familiar with? Just the whole combine the element in some order and poof a spell. Had you tried other models previously, and implemented this one more recently, or has the game been using this one from the outset?

Mr. L

Sounds like an excellent idea. Layered mechanics and mini game-esque things always make games more fun.

Mr. L

She's an npc, so at this point, you kinda just walk up to her and it'll play an animation for you.

Mithos56

how do I suduce the red demon lady?

GraphieGummies

I like the idea of the new charm system. That way enemys who turned around can still be "used". But I would also keep the old system: it would make stealth a still viable tactic and could have a payoff for a stealthy aproach by charming an enemy with 100% instant charm.

Cant wait to see another public demo, or even to see this game in about a year or so from now where actual story and level building takes place.

Dianaranda

Sounds good! The loadout concept is a fairly common and easy-to-understand solution for managing all your skills/spells/weapons. Plus it'd probably encourage discussion about favorite loadouts and such, which might improve your SEO :P

Tinybone

when I play this game I die realy fast.... but with lot of fun :)

Kamos

need a new option to adjust the game screen light , it's too dark

want a new female character

All of this sounds great and well-thought-out! Kudos! Again, I am almost surprised at how fine the art direction and the game design are progressing. The little things and tweaks make this world feel real, adding volumes in context and charm. Feels inspired and like a labor of love. I am impressed indeed.

Dmitry

well it looks interesting though I will hold judgement until I can try it out

Wesley Gunder

I'm pleased to read that you've streamlined the spell system, and it seems like the new Charming will give you more options for gameplay. Sounds like good work!

PTha

Looking forward to playing another demo of yours. It's exciting to see you focus on more than just H animations and actually work on the gameplay. But speaking of H animations. It could be a good idea to have a sexy animation to go with the charm spell. And now that I think about it, the charm in the way you describe it reminds me of Sakyubasu no Tatakai I, a flash game.

There is some decent birch! =)

Angry_Potato


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