Game
Fell Seal: Arbiter's Mark - Demo
7 years ago

New monster, new systems


Lots of story related work this week, including special sprites and new cutscenes. A lot of those would entail major spoilers, so I’m going to focus on the safe stuff for images :)

On the art side, we have a new monster, a friendly looking zombie. Fell Seal isn’t too rife with undeads in general, but we do have a few, including this guy:

5d0a3dc862e2c.gif

He should be appearing in the next Beta build that should be coming out next week.

We also have the preliminary sprite for another story character, although we only have her basic look ready:

5d0a3dcc4d1e2.png

On the code side, we’ve been spending more time tuning and improving the AI and fixing a lot of small issues with it.
We’ve also added a few more bells and whistles to the UI yet again (including the exact damage numbers for most abilities, as requested).
And we’ve cleaned up a lot of the counters in the game to be a bit cleaner on what they proc/don’t proc from.

We’re also working on new story cutscenes and we’re hoping to have 3 new maps for the next build.

Lastly, one of our biggest changes on the code side is that we’ve added a system to make every single patrol in the game (our version of “random encounters”) fully tunable in a new file (encounters.txt).
Modders should be easily able to replace a map’s patrol with their own, spawning any enemy, with any class, gear, skills, etc they want. And it should be very easy to use too. All of the game’s non-story encounters have been converted to this new system and are bundled with the game, so it’s easy to see how they were created and even modify/replace them fully.

Here’s an example of a patrol in the game, to show how simple it can be to create:

		
			[Crossroads01-Patrol0]
zone0=0,13,2,3
facing=ru
center=10,8
monster0=x:11, y:11, class:VAN-02
monster1=x:9, y:4, class: VAN-01, chance:50
human0=x:11, y:10, ai:melee
human1=x:9, y:7, ai:range
human2=x:13, y:3, ai:range
human3=x:8, y:9, ai:melee, class:REAV, subclass:WIZA
		
	

This would create a patrol in The Crossroads, and specify the ally spawn point and starting direction. Then it specifies 2 monsters and 4 human opponents and that’s it. In this case, the game logic will set their exact class and items as appropriate from the player level and story completion, since it is not specified for most of them.



2 comments

Loading...

Next up

We're almost done with the core content of the game, but still a lot of optional content left to add...

We stealthily updated our build early this week. It fixes some Linux issues with our intro movie and brings the game to parity with its paid version in terms of balance, abilities, localization and a smaller build size. As for our progress report...

This week, we are finally done with all story content and optional content (save for our special secret optional dungeon...)!

This week, we've been working mainly on adding new sound effects to the game and integrating fixes from QA's feedback on our console builds...

This week we finished all localization for Release and we finished all our cutscenes saving for our second ending...

We had a huge balance update this week, with over a 100 different changes to various aspects, like passives, counters, class growths, etc...

We redid most of the UI visuals for the game this week. It looks much slicker now! We'll prepare another free demo build with all the changes soon, but in the meantime...

Fell Seal's release date has finally been announced: April 30th. The game is now feature complete, with the only things left to work on bug fixes and polish until release.

We updated our Gamejolt build this week. It has a lot of balance tweaks and the videos have been updated for higher compatibility. Finally, anyone that has been having issue entering the Store or Menus, this is fixed too.

This week we've been focusing on creating all cutscenes content for the game, as well as toning down the game's difficulty through a new Difficulty Setting to control AI use of the Revive...