Hello, People!
Welcome to yet another devlog for the WI project! This time hosted by, yours truly, Kaze! Which means it will be at least thrice as long as usual haha
I apologize for the belated release of this post. It was meant to come up earlier but I've been too preoccupied with personal life. Oh well, at least we've got more content to show now! So, let's get right to it then, shall we?
Progress Update - Overworld
The overworld part of the project is essentially complete! As was stated earlier, Flowey serves as our permanent follower throughout the game. As such, for the little snippet of overworld we have included, we've introduced a brand new Follower System!
It works similarly to how it is in other RPGs; Flowey will trace our movements and pop out behind us once we're stationary. We even have an option to briefly talk with him.
That, however, won't be revealed just yet! You'll have to wait and see for yourself, tee hee hee! Instead, here're some previews of other interactions with 'Your Best Friend' aiding you in your massacre. Goals!
Progress Update - Remade Attack
Making attacks can be pretty tricky at times, but we've tried our best to make them as fair, creative, and appealing as we can!
Here is just one example of a defunct attack we've replaced with a better one. We felt like the previous installment wasn't as intuitive and visually fitting as we want them to be.
Old attack:
New attack:
Our least favorite attack has now turned into one of the coolest! Or well, at least in my opinion!
Progress Update - Battle Progression
Because of the 2 bosses standing in our way, the final fight of Wonderful Idea follows a unique battle progression. Attacking only one of the monsters will eventually wear one out, but their tireless companion will come to their aid and defend them from all incoming damage until their stamina regenerates! Curses! So whatever can we do??
In order to defeat them both, we need to devise a clever plan so that their energy is depleted at roughly the same time. You'll have to figure out such a pattern on your own or ask Flowey for some helpful advice (also known as "wasting your turns," HA!)
Here is an example of Sans getting tired from all the dodging, and Asgore taking over the battle on his own.
Both Sans and Asgore have their own, exclusive attacks for when they're the only active monster.
I bet some of you want to see how the monsters manage to protect one another, or how Asgore looks when he is worn out... Well, that's too bad! We can't reveal everything, can we? Where's the fun in that! Stay tuned for when the game releases. Oh, right, speaking of which!
Overall Progress Report
According to Avranik, we've recently surpassed 75% of the game's completion! All the "main" attacks are already made and put in place. Soon, our focus will go on to the ending of the battle.
Recently, the team members were even given a playable Alpha build that ends as the two monsters are exhausted. I've had a ton of fun playing through it! I think it's just the right mix of tough and challenging, but also fair and enjoyable. I'm confident you will like it as well!
So, when will the game be released? HA, we have no idea! But, assuming everything goes our way, I think it would be fair to say we should be done with it by the end of 2022.
However! That's assuming we omit one last piece about the game...
Oh Goodness, Another Retcon!
So, it is time to once again talk about Mr. Mystery Man, commonly known as but not officially associated with Gaster.
I already spoke in detail about our exclusion of Gaster from the project, so what's this about again? The original plan I came up with was to make his appearance in the Genocide route non-canon, but include him in a sort of "Experimental Mode".
I felt like that was the fairest decision that will appease everyone. Sadly, I now see that as an improbable case. Over time, our team members have moved onwards to their own projects and ideas, which collide with such supplementary endeavor.
We are certainly willing to finish the game we started, but going the extra mile to add something that isn't even going to be canon seems pretty infeasible. Not to mention that this would prolong the completion of the game for a long while, and drain our motivation completely.
As such, I regret to inform you that we won't be including the non-canon Gaster fight in the game at all. I hope you all understand. We'll spend the saved time polishing the primary part of the game instead!
And, you know, there may end up being a secret, brief encounter with Gaster, one tying with his Pacifist inclusion in the project (one mentioned in an earlier post). This would be a sort of happy mitigation for you all! The journey there could prove quite tricky, though! You may have to rack your brains a little... hehe...
But hey, let's not end on a sour note! Let's have one last progress update as a send-off!
Orange Soul Implementation
Here is a short example of how the new Orange Soul, cast on us by Asgore will function! This may serve as a bit of a spoiler, so see it only if you're desperate for more!
As you can see here, you can dash through projectile by clicking the Z button. If you dash into orange ones, they're immediately broken. This system allows us for many unique attacks that serve almost as miniature puzzles.
There's more to it you have yet to see, but that's all we'll showcase for the time being!
Some Final Words!
Well, that's all we had prepared for today!
I suppose the final thing that needs addressing is your overwhelming support throughout this time! Our Gamejolt page has recently surpassed 3000 followers!!! Huzzah!
We thank you all for being here with us on this journey. And a personal, extra thank you from me (Kaze) for enjoying and supporting the project I had originally started years ago! I'm happy to say that we're slowly but steadily reaching its conclusion!
That's all, I appreciate you reading all the way here and hope you have a great day, or night, or evening, or noon!
See you later, people!
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