Here's where I am at for both new features.
Green Soul ---------- 2%
Attacks: 1/70~ --- 0%
Essentials: 2/2 --- 100%
2% is still pretty generous. I basically have only backported the blocker and did one attack to test. Otherwise, I've barely even started with the green soul. I focused on weapon changes because I thought that weapon changes would be harder.
Weapon Changes --- 61%
SpookySword
Sprites: 12/13 --- 92%
Gameplay: 1/4 --- 25%
BraveAx
Sprites: 17/19 --- 90%
Gameplay: 2/2 --- 100%
DevilsKnife
Sprites: 0.5/16 + ??? --- 0%
Gameplay: 1/2 --- 50%
DaintyScarf
Sprites: 16/16 --- 100%
Gameplay: 3/3 --- 100%
Ragger
Sprites: 2/15 --- 12.5%
Gameplay: 3/3 --- 100%
Total: 57.5/93 --- 61%
For Weapon Changes, most of the work is just sprite work. I don't actually create new sprites entirely for most weapons, I mostly reuse the regular sprites and just give the characters new weapons. There are only two exceptions to this. I replaced the RudeBuster animation for the BraveAx to one that hopefully fits in more. The second exception is the DevilsKnife, which I will be fully replacing every sprite. Wish me luck.
As for the Gameplay side of things, coming up with actual additions is half the battle. Here's a quick run through of all the additions for every weapon.
SpookySword
Attack Type: Hold
Hold down the attack button until the orange bar becomes finished (its like a hold note in a rhythm game) to reduce the selected enemies DF, to a maximum of three reductions per enemy per battle.
You still do regular damage.
"Red" Variant: Completing the hold note also reduces AT on top of DF.
BraveAx
New Spell: StudDrop
Drop a stud where the enemies are standing that hurts the enemy every enemy turn. Using StudDrop will place a stud on every enemy. Every enemy can only have three studs on them at once.
"Red" Variant: RedBrick
RedBrick will work similarly to StudDrop. Except instead of dropping a stud, it drops a red brick. Red bricks don't count towards the stud total, and the do more damage than a regular stud.
DevilsKnife
New Spell: DevilsKnife (name is a wip)
Using DevilsKnife, you launch the DevilsKnife at an enemy. When the DevilsKnife hits an enemy, it comes back to Susie. You will have the ability to catch the DevilsKnife then throw it back to enemy, starting a chain. If the chain is broken, then Susie will take damage instead. The speed of the thrown DevilsKnife is somewhat random each throw.
"Red" Variant: ReDevil (name is a pun, ergo non-negotiable)
Susie now launches 2 DevilsKnives, one going slow and one going fast. Otherwise, it works the same as the regular spell.
DaintyScarf
Addition: Leaf Smear
Every 5 uses of HealPrayer, you add to every enemies Mercy Bar. How much is added to their mercy depends on how many enemies are their. If there is 1, then it adds 30, if there is 2, then it adds 15 to each enemy, if there are 3 then it adds 10 to each enemy. You will now have a new GUI element during battles to keep track of how many times you have healed, and this keeps track between battles.
"Red" Variant: Dual Smear
Works the same as before, except it takes 2 uses of HealPrayer instead of 5 to get the Mercy Bonus.
Ragger
Addition: Razor Edge
Every use of Heal Prayer also increases that AT of the selected ally, to a max amount of increases of 3.
"Red" Variant: Dual Razor
Now increases the AT of the whole party, to a max increase count of 2.










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