Since the release of the demo a lot has happened backstage.
A new version of the demo is also very likely to be uploaded one of these weeks.
I shall note what I’ve done so far. Please note none of these take effect in the current version, but the points suffixed with an asterisk will take effect in the upcoming demo. The ones without this suffix will only take effect on the full version of the game.
First of all the “Elfish Road” where the demo ends is now a full dungeon. In the demo the barrier remains, but when you play the full game, the barrier is removed, allowing access to the rest of the dungeon and all the content that comes next.
Like I said before as soon as you are past the barrier Hando Stillor will join the party.
You will see a seal on the Elfish road, in the demo it’s beyond the barrier. This seal cannot be opened until you are near the end of the game, but you can see it in the demo already*
I’ve added the Elfish town of Iskarderiu. This place also sells the tier 4 equipment.
I’ve added master Midas.
I’ve added the Fairy Town of Dreshka, although some extra scripting is still required here.
I’ve added the optional dungeon: The Ruins of the Dragon Castle
I am now working on the temple of the Water Spirata.
In Hando Stillor’s prologue the combat music for both the random encounters and the boss have been changed to make the place a little more creepy*
The FoeData generator generated a lot of data the game doesn’t need only taking up tons of RAM for no reason at all. I’ve optimized this generator which can decrease the RAM usage during combat drastically.*
A bug has been fixed which could cause the savegame routine to crash if the maps you were in where not properly named. Although none of the maps in the demo were known to have this issue I still mark it with a as if a map was overseen, the future demo will no longer crash on it
And this is one that actively changes the gameplay. The card interface the combat system uses has been designed from the start to allow you and the monsters to add or remove cards as you see fit. You could already add extra cards allowing you extra moves (The “intrude” move Rubine teaches you allow you this, for example), but you can also add spells and ability cards now. Some spells and abilities add extra cards allowing themselves to be repeated. These cards even work if the hero who placed in these cards has fallen in battle. Of course, the enemy can do the same. It now comes down to proper tactics to get the most out of this system. In the upcoming version of the demo, some of Marrilona’s spells do already take advantage of this, in the full version, you will be able to use this to the fullest*
One trapdoor, though. In the demo none of the enemies will use this, but some enemies (some bosses most of all), can “take over” your cards making them their own. This includes ability cards. Now it comes down to proper tactics and your willingness to take risks and think ahead. Mindlessly hacking is fun, but tactics can make the difference here.
The Kthura engine, which I use for creating the maps has been expanded with some extra functions allowing me some extra effects in maps. The Water Spirata temple makes use of this. The other Spirata temples will do the same.
A nice effect has been added to Marrilona’s picture in the Load Game screen if you start the game during the Valentine’s day period.
There is no ETA for the next demo upload yet, but depending on several factors this can happen soon.
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