Greetings followers of the egg,
I will say the progress towards porting the game from Vx Ace to MV has been really smooth so far. I've done all of the armors, weapons, and items that I did in the original, plus a few more as I got a couple ideas while porting shit. During this process I did change a few things regarding current character specific equipment's. For one, all characters now all have unique armor types (although that won't matter too much if you just went with the shit that has the most Defense) which also means that they also gain their own special armor variants (except for Redman as his Weapon and Armor shit are combined and Eyesaur as they straight up don't have anything besides Trinket slots (discussed later)). They all have the same general archetypes of:
-Most Defense
-Less Defense but provides some really good effect
-No Defense but boosts another stat by a metric fuckton/gives a hearty damage resistance
-Weak Defense for Area Gimmick Protection and a semi related side trait
These are granted relatively early, never reach the current level's best defense boost, and are pretty expensive, but come with the unique feature that these armors (and weapons as well) get upgraded in their defense values as time goes on. Hopefully these effects are worth the slight decrease in the stat.
That being said, I'm proud to say that the game still maintains the old system of allowing 2 trinkets to equipped at once, with none of the pedantic "no empty slot" bullshit the previous iteration had. This one is clean and and nice. That being said with some of the more powerful trinkets allowed to be equipped twice, how is any semblance of balance able to be maintained? Glad you asked that totally non forced question, it's that the more powerful trinkets can only have their effect be equipped once. While the player can equip two, they won't have the effect of two. While this isn't a perfect solution, it should be allow for some freedom in how the player plays with the world while also making sure that the game isn't split in fucking two.
Items are same old same old, except change it so that the % heal items only upgraded in a set of 4 as it was a bit easier to understand imo. I also added in a few special items so that there was at least one for each category, while also reworking a few. So nothing too special, but still kinda noteworthy.
Weapons have gone into a massive rework for a mass majority of them, particularly the ones that were more focused on a special effect over pure stats. While also receiving the same treatment as the special armors, gaining more attack as time goes on. They've also gone a lot more interesting with how the range of effects that can be implemented. For instance, Owl's special weapons will all focus exploiting the enemy who's affected by the various effects resulting from the area gimmicks. In specifics:
-One Claw increases damage by 25% when striking a target that has any form of blindness
-One Claw increases damage on a sliding scale of how exposed the team is
-One Claw deals heavy extra damage to foes that have Freezing stacks on them, but removes them all in the process
My intention with weapons, along with the special armors, is that it feels like the player is making serious choices and weighing pros and cons with their equipment instead of just going "this one gives me the best stats so I'll equip it". While it works, it feels kinda bland from a player perspective.
Moving on from core shit, let's talk passives. Every character now gets a unique mechanic and passive associated with them, while before it could be an either or situation. While that worked, it felt like some characters had more work put into them when compared to other characters. Here's a list of what was added to each character in terms of passive and mechanics:
-B. B. Blam & Kevin Jr.:
-Both have the mechanic of being able to switch to each other mid battle for their different skills and passives (same)
-Blam: Has a 50% resistance to all Debuffs, Crits, and Negative Statuses (maybe different but I don't remember)
-Kevin: Skills have upgraded effects when he's below a certain amount of Hp (different from the original when it was strictly damage), gains an attack boost when below 20% Hp.
-Beaver:
-Skills gain new effects and/or become more effective the more times you use them in succession. (new)
-He don't Freezer when in the Freezer (same)
-Redman:
-Has two sets of skills that are seperated by if he's charged or not, with charged ones being massively more powerful. (same) Has 1 Sp (same, maybe. Might change it so that he gains an Sp point every 15 levels or some shit like that but Idk at this moment). Can only use Tp in their skills (same). Gains Tp 200% Faster (nerfed, but simular effect).
-Has a +50% Effectiveness to ALL items and their effects (new)
-Owl:
-When in the party, the way statuses are handled by the game are tilted to be more in the party's favor (think shit like poison doing more damage per turn when he's around). (New)
-Is immune to most types of Blindness (same)
-Eyesaur:
-Has No Equipment Slot beyond trinkets (different, sort of. You were never suppose to be able to unequip the corpse weapon they had, so it's kinda the same). Can't Level up, will only gain stats and skills by finding and collecting corpses. (different). Can gain some low stat boosts by devouring enemies. (same)
-Can use 3 different Trinkets (new).
-Grunkfuss:
-Will get angrier every 3 turns, boosting his Attack and lowering his Defense for each stack he has. (same)
-Will gain an Agility and Attack Boost while Blinded. (new)
-G. Flumpty:
-Every time he gets hit, he has a chance to gain a state that will temporarily increase his Attack, Defense, Agility, and Luck til the end of the next turn. (new)
-Won't increase the amount of exposure gained by the party if he's a member.
Now while not all of these are implemented properly yet, this is the general idea of what I have in each of these characters. Hope you like them.
Finally Let's talk about some Core Gameplay shit:
While the story is going to generally be the same, the way the game increases in difficulty over time is going to be different in the desperate attempt that it doesn't turn out like the last build where is sucked major ass.
Onto a different mechanic, Agility and Luck now have a new found purposes. Agility now gives a small, but noticable boost in the user's evasion and accuracy. Luck also was put into more formulas and now boosts Crit Damage and Crit Chance slightly. While these may seem underwhelming from how it's told, I can assure you that the actual depiction will be very noticeable to those attempting to min max the shit out of the game.
Onto the final point of discussion for this devlog, Statuses. Almost all Statuses are going to be stackable. This is going to be one hell of an undertaking, but I feel that it will definitely help define and differentiate the game from others, if superficially at least. The main idea is that stackable statuses will only remove one stack at a time if removed passively, making items that remove these things all the more important as the chance you can just wait it out will be significantly less. To help balance it out (in my head at least) while the effects will go up, the duration of the status will go down to really low levels, meaning you'll need to constantly apply the status if you want to maintain maximum fuckery. While this doesn't solve all the problems or quandaries I can think of sprouting to this intense fuckery of the mechanics, it does give me a good baseline of how I'm going to be implementing this shit.
Well sorry, this devlog came out so late, but I had shit I needed to do today and didn't get the motivation a fucking essay's worth of shit until the wee hours of the night.
In other, more personal news that doesn't really pertain to the game, NNN is going good. I won't linger on the subject too long but it's been a nice change of pace for me and I've been practicing my drawing skills so that their a wee bit less shit as I've been doing a drawing a day for the entire month, so hopefully my art style is a little bit less kindergartener and more 2nd grader levels of competence. Besides that, classes are going fine, shit's generally been going good.
And with the realization that I have nothing else to talk about, that will be the end of this Devlog. Hope you enjoyed the long blocks of text and are in the slightest bit excited about what I've been cooking up. I'll be putting up more polls with questions and feedback about he game in the near future, so hope you answer those as I do like getting feedback on my shit. I won't make any promises but I will say that a possible demo on Christmas is not entirely out of possibility. So Until next time.
Have a good night/day/whatever the fuck,
Frashaw27
P.S.
Go play Finale Expansion by kamocpl, I'm now dev on it whenever I get the motivation to add some fuckery to it.
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