Game
One Debaucherous Night at Flumpty's
3 years ago

Monthly Devlog 4: Progress is being made slowly, but surely


Hello guys, gals, and all other pals, it's time to detail what I have been doing on this game for the past month.

Firstly, I updated the game page. It used to looks like a barren wasteland but now it looks like a barren wasteland, but with flowers this time. They're aren't much, but the description dividers looks so pretty. The banner was a bit interesting to make because the glasses were a bit of the bitch to get on the character with peculiar heads (such as Redman), but I'm overall satisfied with the result. I will be adding new preview shots as the game develops, but that won't be done for a while.

Next, I have been working on the generic enemy skills. Why is this important in the slightest? It's because the exposure mechanic for the Living Room inflates the amount of skills needed by 3. This means the initial 73 skills were inflated to a whopping 218. They all also had to be lightly tuned for each level of exposure, so it kinda took a while.

Besides that, I was also making the Focus mechanic. For all enemies, they have the potential to start Focusing a special attack. Like Charge from CC, Focus will significantly reduce the defense and increase the Damage and Focused and will go always last. Unlike CC, the state also increase the chance of dealing and receiving critical hits as well as has a chance to be removed entirely from taking damage. Each enemy will have a special move that will do when focused that can be seen by Scanning them, these skills vary pretty heavily in effect (from annoying statuses to just straight up killing you) but can be avoided/reduced by Guarding.

So if you like Charging mechanics, you're sure to be satisfied. If not, then I guess you can go cry and seethe in the corner.

Finally, I've been working on the armors for the game, and by extension how I wanted equipment to work.

screenshot_30.png

The image above depicts how a standard character's equipment screen is going to look like. 1 weapon, 1 Armor, 1 Shield, and 2 different Trinkets. But how am I going to stop balance the game around a system which could promote Trinket stacking? Very simple, you can't. Besides a few Trinkets that could only feasibly work with only one of them, I made it so that you can't equip duplicates of equipment so that I could make some interesting unique trinket mechanics without shitting on the game's balance. Some examples of Trinkets:

Damocles: Stats are doubled across the board along with adding an additional action, but at the end of each turn, the wearer has a chance to be unequivocally die for the rest of the battle. Chance increases each turn.

Ruby Amulet: Grants very slight Hp regen and causes the wearer to be revived upon death, breaks upon revival.

Burden Bolder: Reduces all stats by 20%, but will give the entire party more Bacon Bits and Exp on Victory if the wearer lives though out the entire battle.

Decrepit Stopwatch: All damage is reduced by 40%, but you constantly lose Hp.

Marble Chunk: All damage is reduced by half, but you can no longer dodge.

So those were pretty spiffy, right? Besides those ideas, this front is kinda bare because, their ain't much else to talk about in general.

That's about it for this month. I couldn't due much because my course work was starting to ramp up, but shit should start looking up as summer comes. Plan of demo in July still looks very reachable and is still the active plan. So I got to get back to doing actual work, but I'm leaving you with this link to my ideas for the cameras of the game.

Peace,

Frashaw27



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