Wow. It’s hard to believe that so much time has passed since the last time I’ve done a blog entry. My goal originally was to do at least an entry a month or more depending on what was going on. Somewhere down the line I got busy and those weeks turned into months. Now it’s almost July. Time really does fly.
I wanted to take a moment and kinda fill in some details about what’s going on recently. It may seem like the project is dead if all anyone ever did was to visit the website. However, we’re far more active on Twitter and I try real hard to respond to those who contact us directly. It’s hard to stay active in so many circles, especially with only one person to really do the work. I’ll try harder in the future, though.
What about the game? Well, it’s been going pretty well so far. There were a few areas that needed a bit of love and I had originally planned to make those adjustments towards the end of content creation. However, as I started adding more features, I realized that waiting until then would mean I’d have to rewrite not just the problem areas, but also the areas that used pieces of that code. It just made more sense to fix those areas before I started the new features. The end result is much better and more efficient. The biggest thing is that I now have the passives system working, but the UI isn’t implemented yet, and I was able to make moving from zone to zone less tedious on the back end. Seems simple, but it means a lot when it comes to how the game flows overall.
The other thing I’ve been working on extensively is the combat system. You’ve seen videos of the old system most likely. That system worked. The biggest issue for me was that it just didn’t lend itself to a smooth transition between states and always felt a little clunky. My initial design for the combat was that it was relatively slow and allowed for a more strategic style of play. The problem was that I couldn’t really play it. I know that sounds strange, but I was always expecting the whole experience to flow a bit better and move a little faster. Attacking, dodging, blocking, using skills should feel fluid. I would spend a lot of time just mashing buttons because my brain wanted things to happen faster. In the end, I felt it was better to just speed things up and make sure the combo system worked well. I’m in the process of refining that system now and it feels much better. I think players of action RPGs are going to appreciate the speed of it, but it’s not so fast that they get lost in the sea of combos. Attack strings can only be 6 inputs long, so there’s no need to worry about trying to mash together 5 or 6 combo strings like games such as Killer Instinct. Of course, this will get more refined with more play testing.
After attacking and combos are finished, I’m going to be looking seriously at the dodge/roll mechanics. I feel that this doesn’t feel so good to use and needs a bit of refinement. I’m still not sure about the specifics of it and it’s something I’m going to have to spend quite a bit of time to analyze what’s going on. Blocking works fine, though.
The one area where we’re struggling is with music. I won’t go into detail today, but at the moment, we just don’t have the funds to get it done. For this reason, anything that you can donate would be great as it would allow us to actually have custom music for the game. What kind of RPG has no music at all? It’s frustrating, but it’s the reality at the moment. Whatever you can donate via PayPal would be much appreciated.
That’s it for today. Thanks for reading!