Disclaimer

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it). Changes will only be apparent when the next demo version (version 3) is released.

Wednesday, June 26, 2013

6/25

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

A lot has been done the last few days...here's the basics.

  • Lenox restaurant is complete
  • Lenox potion shop is complete
  • Lenox Hunter's Guild is 50% complete
  • Some NPCs have been added to all above-mentioned areas, as well as in the city streets
  • New Tsukihime scripts have been added
    • These scripts increase functionality by allowing me to better manipulate stats gained/lost from states - in other words, I have more control over what items and spells can do
    • I am very impressed with the script, and will be looking into his other scripts for additional functionality in other game design elements...
  • With the new script, a 'Warm Meal' buff-system has been added and included in the restaurant
    • Pay for a meal, recover health, and gain a stat dependent on the type of food eaten
    • Stat bonus will last for a set number of steps
    • Stat bonuses will not stack - when eating multiple kinds of foods, only the kind you ate last will buff you
  • An extra 'meeting room' has been added to the hotel

Friday, June 21, 2013

6/20

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

Just a small post, but a lot of work has been done.  Here's the details:
  • Intro event (Lenox section) is now complete.  The event will be finished at a much later date, as it involves Lenox Castle, which has not been developed at all yet.
  • Lenox Hotel interior is now complete.  I may have cheated a little, but I like it.
  • Character-exclusive equipment slots have been implemented.  Here are the details on current playable characters:
    • Klim - Trophies: Special souvenirs taken from powerful foes.  A reminder of hardships overcome.  Most bosses will drop one, though they may be obtained through other means as well.
    • Ailee - Extra Accessory slot.  If you think I may be a little uncreative on this one, you're probably half-right.  This has the potential to be huge however, considering what I want to do with accessories.
  • Cloak and Neck equipment slots have been removed from the game (to be honest, not sure if they made it into the last demo or not...but they're gone now!) 
  • The mysterious swordsman will now drop an appropriate trophy if you manage to best him in the event underground
  • The save file screen has been updated again to include a 'Total Battles' counter

Tuesday, June 18, 2013

6/18 - Lenox Exterior Complete!

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.


As the title states, the exterior map of the castle city of Lenox is now complete.  Work will now begin on the interiors, special events, etc.  This should not take quite as long...but will still be a while.



Sunday, June 2, 2013

6/2

Disclaimer: All of the following changes are on my own version, and will not be reflected in your game (even if you redownload it).  Changes will only be apparent when the next demo version (version 3) is released.

Sorry I have been out of touch!  Have no fear, development is still being made (although it's slow). 

  • Lenox's exterior is about 25% complete.
  • Passive character effects have been implemented into the game's abilities section
  • Critical evasion (CEV) has been changed.
    • Critical evasion % will now directly reduce the enemy's critical strike %.
    • Formerly, the enemy had a chance to crit you, and a separate roll was done to determine whether the crit was avoided with CEV.
    • Example: The enemy has a 10% crit chance.  Your character has 10% crit evade.
      • Old System: If the enemy rolls a crit (10% chance), your character has a 10% chance to avoid the critical.
      • New System: The enemy cannot crit your character (10% crit - 10% crit evade = 0% chance of critical).
    • This increases the value of the CEV stat to where I want it for this game, and makes combat a little simpler.