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Megalo
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[DEVlog #12] Road to 0.1

Hey all!
Mr. MegaloDEV here.

Before we dive into other topics we've got some WIPs of the next H-CG up on the discord if you'd like to take a look! If you want to avoid spoilers, then just stay tuned for when 0.0.12 goes live!

Also, we are closing in on that first major goal when you include both funding platforms! 89% total to be specific! :O

Now as the title says, let us talk about 0.1. (Apologies if some of this information is repeated from the past.)

Versioning Explanation

How version nomenclature is decided is honestly personal preference. As I've stated in the past, the goal with Accursed's versioning is give everyone a sense of where the project stands in terms of its proximity to final release.

X . Y . Za

[a] will indicate a hotfix using letters a-z
[Z] will increase with a regular update.
[Y] will increase when a major milestone is met.
[X] will increase when the game is finished. The fabled "1.0".

Going forward when a patch is released during the supporter only pre-release period we won't use the "hotfix" space and will instead append RC[number] to the end of the version name. EG: 0.0.12 RC1

So? What will 0.1 entail?

In general we want 0.1 to be a decent representation of what Accursed will be. Including but not limited we plan to have the following:

Battle System

One of the planned features for this month's patch is the 1st draft of combat. Keep in mind this isn't going to bog standard RM combat. We want to add some depth to the combat in order to make it memorable rather than progression obstacles. Easier said than done to be honest!

We will be doing a system like Bravely Default. If you've never played the series, the main "gimmick" over a standard TBS is how they handle an AP system. Actions like attacking or using an item use 1 AP and each turn you gain 1 AP. If you "Default" you essentially guard reducing damage taken as well as not spend that turn's AP netting extra AP the next turn. Additionally, you can "Brave" allowing yourself to spend extra AP that turn. There are upper and lower limits to AP.

The fun part is that you can get "risk it" and spend more AP than you actually have bringing you to a negative AP in order to finish off your enemy. However, if you don't manage to kill them you'll have several turns where you can take no actions until you return to 0 AP.

We will use this as a basis and tweak it for Accursed as we head towards 0.1 starting with 0.0.12's first draft.

Encounters

There won't be random encounters in the game. Instead you'll be able to see the enemy in the game world.

They will also have a "cone of vision". (Red cone below for visual purposes.)

Enter the cone and you will be SPOTTED. At which point the mob will dynamically chase you.

If you line of sight them, they will give up the chase and return to their original patrol area.

0.0.12 will have the first draft of this system in place on a basic test map. You'll be able to access it from the gallery area if you so choose.

Revised ETA of 0.1

I would say based on the current funding of the project we can expect to hit our 0.1 milestone in either April or May. As stated in the past, as funding increases more time can be spent working directly on the game. This ETA is based on our current trend of a rough increase of $100/mo each month.

[DEVlog #12] Road to 0.1

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