Callista
Aug 24, 2017
I must say that I really like the screenshot of the map. It looks totally great. :D
jack1974
Aug 24, 2017


https://pbs.twimg.com/media/DH-znxeXYAEabnl.jpg:large" style="max-width:100%">
finished the profession screen, and also made some consequences more obvious (like showing the talents you unlocked after you choose race/profession). I also found out that the merchant bonus (reduced prices in all stores by default) wasn't correctly applied until now
There are a small of details like the one above that I still need to check, and I should also add a few more camp talks before I can put the demo out.
Also the demo will be a bit cruel... since will show the basically finished game, but you won't be able to buy/play it until next year

jack1974
Aug 24, 2017


https://pbs.twimg.com/media/DH-9tz3WAAAJhIq.jpg" style="max-width:100%">
I also implemented another missing "feature": if you don't have the Acuity talent, you won't be able to see enemy HP/SP, skills and elemental resistances.
Might not seem much (I remember some user saying "who on Earth would pick that talent!") but honestly, playing the match it made some difference: for example an enemy has a very low HP... without seeing the exact number, you don't know if your 8dmg hit will kill him or not. So, it definitely has some impact on the fight, much more than I thought. Of course, unless you play in Easy/Normal difficulty

jack1974
Aug 24, 2017


https://pbs.twimg.com/media/DIAMULUW0AAZABn.jpg" style="max-width:100%">
Extra scene with Kusho and a nice Myrth cameo added. It's a fun scene, and there's also some bits about Rei. Kusho and Rei are two "bragmasters". It must be natural for elf assassins to behave like that

jack1974
Aug 24, 2017
Ah so it was you!! Well, as I said if you play in Easy/Normal, probably yes it's not so important. In nightmare, if you don't know if enemy has 10 or 12 HP, and your next attack does 10, in some situations you could risk to attack an enemy that still remains alive and maybe in the next turns they kill you

But if doesn't have a BIG impact it's fine, since it's a passive skill, and all other passive skill don't have any big advantages in battle (they just give a bonus in the chances of success of the relative talent category).
Franka
Aug 24, 2017
Anyway, does this mean that damage is fixed and not random?
jack1974
Aug 24, 2017
Yes the system is derived from Queen Of Thieves, the only thing I changed* is that now the evasion/avoidance can't be disabled (since some skills rely to that). But even if you miss, you only do 25% less damage, so not half like in QoT.
Also, weapons now have more impact since they have a damage value that it's added AFTER all calculations. So even a weapon with +2 dmg bonus can make quite a difference during a battle
*related to damage, because I changed (as usual) 32109873 things vs my last RPG. It plays quite differently IMHO!
jack1974
Aug 25, 2017


https://pbs.twimg.com/media/DIETJ4mXkAAGeLT.jpg" style="max-width:100%">
Jasper is the only character (well also the protagonist can, if you want!) to use guns. There aren't many (are rare in Aravorn) but they're quite powerful.


https://pbs.twimg.com/media/DIETPmRXgAEALr8.jpg" style="max-width:100%">
Because I like to complicate my life, and I don't want to make one RPG similar to another, I even added a specific skill for guns items (the icon is just something I put together quickly, but I'll have a good one made by artist).
Some guns like the Blunderbuss even do AOE damage
Lol, the more I work with this framework, and the more I realized how great it is, very versatile once you get to know the code well. I'm almost wishing that Anima takes longer to code the new one
(I'm joking of course, but this sytem was really good!)
jack1974
Aug 26, 2017
Like all ranged weapons you can equip only one gun at once, also because otherwise they would be too powerful!
jack1974
Aug 26, 2017


https://pbs.twimg.com/media/DIJBoLJW0AA82tL.jpg" style="max-width:100%">
I wonder who Galan is referring to. Young at the times of this game? Dual wielding? I think I know someone...

jack1974
Aug 26, 2017
Yes thanks, I already corrected it in the game

jack1974
Aug 26, 2017
Yes I have a version of Loren when she is very young (a kid) since this game takes place 13 years before Loren. While I never decided how old Loren is in the first game, if we say she is 22-23 years old, in this game she would be 9-10 years old

jack1974
Aug 27, 2017


https://pbs.twimg.com/media/DIOTsE7XUAEoZAk.jpg" style="max-width:100%">


https://pbs.twimg.com/media/DIOTs7tWAAAxCVK.jpg" style="max-width:100%">
Finished both nagas first "camp talk". Now I could make the game demo. Of course I'm going to send the texts to the writer first.
I am not sure if doing the demo right now is a good idea though. I mean, it will be useful to test the combat and spot some bugs. But then, people will probably need to wait 6 months before the game is finished
I mean I'll keep working on it, I have a lot of side quests and camp talk to code. But I still need the main parts of the story from the writer, and without those the game story can't go on

jack1974
Aug 27, 2017
Such. A. Tease! 
No in this case no teasing. Initially I just wanted to code the battle, like the QoT "battle demo" I did one year before its release. But then, a bit for the heat and other various issues, all the other games in the works didn't make much progress. So instead of staying idle, obviously I kept working on this game, and now I'm at a point where what I've done so far it's almost of "final quality" but I can't go past a certain point because the main plot (castle infiltration missions) is still not written
So once again depends mainly on how fast the writer finishes the missing parts.