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Game
The benefits of rationality
10 days ago

Here is a part of gameplay concerning Alyssa's story (posting one about Alexius would inevitably give spoilers).

  1. First things first, the game will be different from War is coming mainly in one way: there will be no side quests. Mind, the system will force you to level up anyhow and you will do plenty of quests, but everyone of them is related to the main plot and will force you to follow a certain order (you won't end up fighting a lv16 boss when you're lv1). This might sound a bit off, but making an openmap sci-fi is just... a bit too challenging. It could be done, I even know how, but it wouldn't look as good as it sounds.

  2. Of course, there will be checkpoints at the end of every quest that will allow you to go back to HQ to talk to characters, deepen your relationship with them, live their lives through flashbacks and check what they think of what's going on in the story, just like in War is coming.

  3. Characters are going through a rework. What I hadn't realized is the fact this game's fantasy component pales compared to War is coming. The game takes place on Earth, in the future, yes, but still on Earth. And a Commander of the Dreamcatcher (basically nowadays NASA but militarised) cannot wear sunglasses during important meetings. Mind, the characters will have their uniquenesses, but not to the point they wouldn't fit in the environment they belong to. The names will change as well, a name generator could do the trick in a fantasy world different from Earth, now that is no longer the case. E.g. an american without fancy origins called Federico is hard to find, so names will be changed according to a character's nationality, in a way they'd be reasonable. You'll be able to see it soon, I plan to release an update of the demo with the new names and designs.

  4. Now for the gameplay and, in particular, the battle system. Since I had received some negative feedback about the way battles work, I find it appropriate that I show how battles will actually work from the tutorial onwards. Like the rest of the game, they will not allow you to act randomly, unless you wanna trigger a game over. In this battle, each foe has a different weakness, the player will have to experiment a bit before figuring it out, but nothing impossible: Page is always using physical attacks towards the foe on the right, since it's vulnerable to them and resistant to bullets, as can be seen the moment Milo shoots it; the foe in the middle on the other hand is resistant to physical attacks and vulnerable to bullets; lastly but not least, the foe on the right is resistant to fire and physical attacks, but weak to the thunder element. Had I used another tactic, I wouldn't have succeded in defeating those enemies. Mind, Federico's abilities are meant to deal the same damage, it's the enemy you're facing that will make them differ from each other. That's how battles will be in the game, they will force the player to experiment with the enemies and adapt to their weaknesses.

  5. A feedback about the enemies' design would be appreciated, I'm pretty proud of how they came out!

    P.s. Don't mind the quote in italian that occasionally pops up, it won't be there when the final project is released.



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