Day 3


Day 3,

I did the sprite for the Zougi class. I'm not really satisfied, but it will do it for the start. I want to cooperate more with the Dusk/Dawn and Holy / Dark themes in the sprite, but this is a task for another day and another me.

(don't know how to make it bigger...)

Currently, I'm reworking the upgrade system. Right now, each ability has 8 different upgrades. Each run, the player will pick from three randomly offered upgrades for their abilities. While I liked the variety, if I'm being honest, a lot of the upgrades are not just simple mana-cost reductions or damage increases. In the end, a run would differ in difficulty way too much because the player could get very good upgrades or very bad ones. It would be way too much of a task to balance all eight upgrades in such a meaningful way that each choice would be considable. Most of the time, it was clear from the option the player would get offered which one was the better one or which one was the least bad one. So I opted for five upgrades, separated into three normal upgrades and two legendary ones. This is a lot less work and allows the upgrades to be more specific, making each choice more challenging.

Another system I am currently tweaking is the dynamic turn order. Each battler starts with a speed value (SV), which increases each turn percentual depending on his agility. If a battler reaches double the amount of their original SV, he goes into his momentum turn. In the momentum turn, all his abilities will be critical, but his critical damage will be halved. After his momentum turns, his SV will be reset to its original value. This makes speed control a lot more attractive because it can directly increase the damage output of the player's team or hinder the enemies from getting toward their momentum turn. Abilites that have special effects when they are critical are more reliable to use because they will always trigger in the momentum turn, thus decreasing the luck factor of a critical depending build. Right now, the turn it takes for a battler to get into his momentum turn depends on his agility in comparison to all others. Right now, I don't have a form that gives me satisfying results. I will post my progress on this when I find a solution with all the math behind it.

In the next few days, I want to change the upgrades of all the current abilities to fit the new ones, which isn't that much of a task. Mostly, I need to remove the ones that aren't interesting enough and tweak some numbers. Then I need to implement a new enemy family, the darkwind birds.

 

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