Game
Rock Beyond Time
2 years ago

The plan for Level-Up mode


Hi. My GM Studio 2 account's Indie license is about to expire. That's not gonna stop me from updating this game. It could put a damper in my plans to port this, though. Then again, a lot has put a damper in my plans for that.

However, after beating Sonic Frontiers, and noticing its shallow skill tree, I considered making a level-up mode similar to a skill tree.

How it will work

First off, Level-Up mode will work like Pro mode. That is, enemies will get stronger as you progress the story. However, all those stat boosters you find in boxes will be nerfed as a trade-off, along with instant stat boosts for locked-room enemy encounters and boss fights. The initial grind will be pretty easy... I think.

That being said, when you defeat enemies, your XP will go up. When you break a certain point, the cap of XP to break next will go up, and XP earned is taken away, and you'll earn levels.

At this point, they do nothing. The plan is that in the Pause Menu, you can exchange a level for either one Max HP, one Attack point, or one Defense point. I'm starting off rudimentary, because I need to make sure it works properly.

Also, you shouldn't adjust them in locked-room enemy encounters or boss fights.

Any further suggestions for this, or is this good?


...okay, so I've been rather emotionally wrought about going back to this game, much less going back to game-making. I don't want to look back at this game, and see it as a failure. I realize it's a ridiculous premise, and I hoped people would go along with it. Then again, I'm that weird guy who likes schlocky things, and I want to do writing and art. There's a lot to learn from schlock, and it's not just how NOT to do something. It's how to entertain in spite of your flaws. ...or because of them. It's hard to tell.

For this whole year I've been posting on this platform, I felt like people cared about what I did, or at least what I made. I guess I am a decent artist in sprite form, and a decent composer, and even a writer. I just wish I could do more, or even better.



0 comments

Loading...

Next up

Part of the expansion involves a cute little fight right here. ...in space for no apparent reason.

...too bad it won't be as epic as the final boss, but still...

A rather interesting thing I forgot about...

Convention centers are kinda sad without people in them.

The real trick, however, is figuring out the layers. Should I do a big strip of crowds, or silhouettes of other booths, or what? It's a 2D platform game. Making environments can be tough.

Every layer of people in the crowd is one object each. With the Creation Code, I changed LayerScale, which determines how far away something is, and now fixes how to align them to the camera.

Since those layers are all the same color, they'll blend.

I felt some mechanics were underutilized, so I'm making an expansion.

...more or less just a side quest and extra dungeon. No more than that here.

Coming who-knows-when.

I was considering releasing the expansion today, but then I found a lot of bugs I should've spotted in the original build, and I made the minimap do extra stuff for said expansion.

Don't worry, it'll be out by tomorrow night.

Due to top-down levels working a little differently, it took me a bit to get motivated to program and animate Pinafore in five directions. (Three of these directions are mirrored for a total of eight.)

Unfortunately, that's the easy part.

...let me be honest, the convention level isn't working well as a platformer.

So, I think I should add top-down sections. The combat would work about the same. I think you shouldn't jump in top-down mode, so sliding will take its place there.

Sometimes, inspiration is as simple as thinking of an old game you played once.

When it comes to robot maids, these are the latest models. Of course, Pinafore can beat them up any day of the week.