@Desertanu i'm still sorting out exact numbers, but i think it's easier to get the balance right if you start big and then adjust down as needed rather than the other way around
brief bit of inside baseball showing off the dynamic combat analysis spreadsheet i'm building! making tools like this isn't the most glamorous part of gamedev, but i think it's important for ensuring a good degree of balance in the final product, especially for an RPG
sincere apologies for my long absence; been having to take care of some IRL stuff that's kept me from gamedev for a while. i'm ramping up production again this month, starting with implementing core status effects!
@starhoundstudio thank you! they're part of the bedrock of any RPG, so i want to get them in so i can do a first real pass of the numbers to get a combat experience close to what i'm aiming for
@Junnie_J yup! current plan is to have 5 total party members, but i'm sticking with these three for the moment just to try and get the balance correct before adding any more
screenshot (well, video) saturday! been working on improving the flow of combat and wanted to show off some extended footage, including some of the character mechanics and abilities
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@SmashCasket spot on, actually! i have a mechanic like FF7 Rebirth where you can do both a regular guard and a just guard, though the just guard only reduces damage further rather than being outright damage immunity
working on implementing the Chirugion enemy! the basic attack actually took a lot more new tech than i thought it would to make the effect work, but ended up turning out pretty nicely
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finished up the model for the 4th party member: Vellum Argentum, the gun-toting priest! i had an earlier version of him that i did almost a full year ago, so i figured it was time to do an update now that i've got a solid texturing method down
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apologies for going quiet! been doing a lot of dull refactoring to get my code ready for the vertical slice. i did spend some time implementing a new mechanic: your Weaves (re: spells) now use a shared party resource called Charge instead of Energy. this makes them easier to use, but requires you to ration your Charge carefully
defeating a foe restores some Charge, and all Charge is regained at the start of an encounter, so you can still use spells freely in combat
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