jack1974
Jun 06, 2018


https://pbs.twimg.com/media/De_343QXUAIPTqe.jpg" style="max-width:100%">
I've properly formatted the usable items as well (before examining them in inventory would crash

).
jack1974
Jun 12, 2018


https://pbs.twimg.com/media/DfgMeomXkAApLfI.jpg" style="max-width:100%">
added yet another feature while I was working on the new loot screen, you can now equip directly an item from it (I don't think in previous games this was possible). I think is a nice improvement since reduces the amount of clicks

jack1974
Jun 13, 2018


https://pbs.twimg.com/media/DfjnUxtXUAAWvZg.jpg" style="max-width:100%">
obviously I just can't make simple games
Added a new stat called Resilience, see the screenshot. The stat will be only in helmet. The chest armors will give Defense value, and helmets the Resilience. I think it's an interesting system since you could have high defense but lower resilience and so on. Also gives each class a more distinctive feel since the heavier helmets have more resilience.
Each enemy type has its own resilience value too, so for example I can have some enemies with lower defense but need more hits to take it down, and so on. Also, the machineguns skills like automatic shot or burst have now a very specific use, to bring down an enemy resilience value even if they don't do much damage on each shot.
I think I could have an alpha prototype available this weekend or maximum next week

Troyen
Jun 13, 2018
"...you hit it with 5 normal attacks."
I think on paper Resilience will be pretty strong, or at least you'd want to raise Resilience along with Defense. High resilience but low defense makes no sense because you're not protecting any defense, high resilience high defense is best, and high defense low resilience may have it's place on bursty fights but will depend on the average length of combat.
Small worry is that it will imbalance the classes by making the soldiers even more tanky, but would need to see actual combat first.
jack1974
Jun 13, 2018
Small worry is that it will imbalance the classes by making the soldiers even more tanky, but would need to see actual combat first.
Yes that was one of the goals, because with the degrading defense system I made in Cursed Lands I realized that you can't really have a tank anymore (a character that takes most hits and can protect others) so I wanted to restore this feature.
But enemies have also armor damaging skills, so there's that to consider
This will obviously have a big impact with weapons, sniper rifle high dmg but just 1 shot each time, while the machineguns will be very useful to bring down the defense of a target even if you hit them 10 times for 1 damage

jack1974
Jun 14, 2018


https://pbs.twimg.com/media/Dfoo4bxX0AASgTX.jpg" style="max-width:100%">
started coding the "morale mechanics" today which is the last part of the new battle system. In practice will work like XCOM or Darkest Dungeon, if the morale is too low a random condition will trigger (but will only last the battle, no long-term effects).
This should add a bit more variety to battles and hopefully make them more interesting.
For the random effects I'm planning four divided into two ranges. If morale is below certain threshold, there will be a random chance to trigger a check. If the check is successful, nothing happens and character regains some morale. If fails, a negative effect is applied.
Morale below 50 (should be a penalty but player should still have control):
- fear: character will move slower for X turns
- rage: character will lose accuracy for X turns
Morale below 25 (player loses control of the character temporarily):
- panic: character freezes (automatically defend each round)
- berserk: character automatically fires to random target (user has no control on it)
Like everything it will be tweaked during testing

Jaeger
Jun 14, 2018
I take it the yellow bar below the character portraits is morale? Will the enemy party have their own morale meter, or will be global like in Cursed Lands?
Yes that was one of the goals, because with the degrading defense system I made in Cursed Lands I realized that you can't really have a tank anymore (a character that takes most hits and can protect others) so I wanted to restore this feature.
This is one of the reasons I spent more points on defensive stats for all characters in Cursed Lands. Besides the degrading defense, there are no front/back row where beefy front-liners protect the back line. There are few protective skills available to make up for it. While managing aggro was straightforward in PS1, but in every game after, it was harder to manage or just not necessary.
jack1974
Jun 14, 2018
Yes in the screenshot by mistake there was PP too, but will be "MO" = morale in the game

For the enemies I was using a global morale, but in theory I could have individual morale even for enemies. It might be interesting, focusing the target on a single enemy could bring down morale and have the same penalties the player has. Though for bosses that wouldn't probably happen.
And lastly yes I wanted to have the same behavior of PS1 with the aggro, so the tank had to be more resistent than others for damage, so the Guardian (not the soldier) will be the tank.
In practice comparing the classes to a fantasy RPG we would have (more or less):
Soldier=Damage Dealer
Guardian=Tank
Scout=sort of Mage maybe, big hit damage but slow delay, also can heal a bit
Psionic=Healer/buffer/debuffer
every class has also some healing/buff/defensive skills and also varies from character to character

jack1974
Jun 15, 2018


https://pbs.twimg.com/media/Dft8QJzWkAAqROR.jpg" style="max-width:100%">
since in PS1 we had the aggro bar displayed near each character, I thought to add something here too. Another bar would have been too much (we already have 3!) so I am just displaying a crosshair overlay on the character with the highest aggro, so you know who the enemies are going to attack next.
abnaxus
Jun 18, 2018
Is Phantasy Star 4 an inspiration for the game?


https://i.imgur.com/SH20ZdJ.jpg" style="max-width:100%">
jack1974
Jun 19, 2018
No I never played that game (I know the name but I never played it).
Jaeger
Jun 19, 2018
Gigantic worms are creatures found in a lot science fiction and fantasy media. I remember them being a recurring enemy in the Final Fantasy series.
jack1974
Jun 19, 2018
For PS1 my main inspiration was Dune

But of course there are also other influences. Also in PS2 there will be some jungle scenery and other areas, not all desert.
jack1974
Jun 25, 2018


https://pbs.twimg.com/media/DghWEN0XUAAQw62.jpg" style="max-width:100%">
today I finished implementing the "morale failure" effect, though I'm still balancing them, so that they don't happen too often or even more than 1 negative effect at once (someone cannot be paralyzed and berserker at same time lol).
I am also checking the other skills like the charm one added in Cursed Lands which will be reused since it's a cool skill

you can have a Boragrub ally now!
jack1974
Jun 25, 2018
Right now the main issue I have is that if you equip a very powerful armor, you have enemies hitting you for 1 dmg for many times, until they manage to break your armor. Same thing for the party, even if I balanced it so that enemies would never have too much armor (on Normal level of course).
I mean the balance works, but the problem is that the battles in normal are a bit too easy right now
For PS1 it was easier because there were fixed weapons and the game was very linear. For SOTW I wasn't using the formula: damage = attack - armor/defense, and now I see why lol
So my main/only problem right now is how to avoid the early stages of battles being boring "1 dmg, 1 dmg, 1 dmg". I could probably increase the HP multiplier by a lot and have the minimum damage be a random value between 1-5, so at least could be less boring. Or cheat and make sure that enemies always have an attack higher than the party average defense to provide a fair challenge (nobody wants to play battles where you have already won even before starting).
Of course the game in general is not too easy since like SOTW you won't regenerate your armor/HP while on mission, except for the two characters in the reserve (maybe I'm going to tweak this as well).
jack1974
Jul 04, 2018


https://pbs.twimg.com/media/DhPyMLTWAAAnj72.jpg" style="max-width:100%">
started to re-check/code the game from the beginning since I forgot some stuff like VN Mode above. I'm also playtesting all the possible routes: there's a different intro based on gender and romance combos! how I love those multiple branching games...

jack1974
Jul 07, 2018


https://pbs.twimg.com/media/Dhg_9TGX0AAIjQ4.jpg" style="max-width:100%">
coding the first tutorial battle, I'll need to explain several things that weren't explained in the prototype (damage types, different firing modes, etc). I was thinking to have again the good old Roboant as enemies but maybe it would look bad/cheap? I mean to reuse the same enemy for the tutorial that I already used in the first game?
Maybe I can use others since I have 20+ enemies already finished

Troyen
Jul 07, 2018
I don't think that's an issue. For one, the first game came out seven years ago, so I didn't even remember it had a tutorial. Secondly, it makes sense the compound would use the same training dummies over and over. Just because it's the same mob doesn't mean the fight is the same, especially if there's all new mechanics.
Besides, from the look of it, you're already also including Damien as target practice, so it should go differently than the first tutorial.

BobTheMob
Jul 08, 2018
Whatever it is, Jack, keep it!
