New QoL: Implementation of the Demoralization Feature
[p]*Due to completely rewriting parts of the processing structure for this implementation and not having fixed many reported bugs yet, silent updates for bug fixes will likely occur frequently going forward.[/p][p][/p][p]When damage received from enemies drops to 0, the enemy's graphics change, making it immediately clear that they can be defeated without taking damage.[/p][p](Due to processing constraints, there are some minor functional issues; some may remain unresolved.)[/p][p][/p][p][/p][p]To achieve this, we took 50,000 family members of our graphic designer hostage, compelling them to create approximately MANY new “Demoralization Motion” patterns, including discarded ones.[/p][p](There are a total of 39 different motion types that appear during gameplay.)[/p][p][/p][p]When I asked the graphic designer who pulled this off for their thoughts, they commented, “You'll pay for this.” Seems like a pretty positive reaction.[/p][p]If this feature had been implemented after microtransactions, I could've made some cheap request like “Please donate to support the graphic designer.” Oh well, too bad.[/p][p][/p][p][/p][p]Chapter 5-0 features unique enemies with unusual appearances, and while we initially planned simpler demoralization graphics, we discovered this was surprisingly interesting.[/p][p]That's because “enemies losing morale (i.e., becoming defeatable without damage)” also functions as growth feedback for the player.[/p][p]So, we surrounded our graphic designer and subjected them to warm, humane torture to extract various ideas.[/p][p][/p][p][/p][p]
[/p][p]▲Several “too pitiful-looking” morale-breaking graphics were scrapped because “they dampen the player's desire to defeat the enemy (some players even felt guilty)” or were replaced with tier, who appears less frequently.[/p][p]Fortunately, one staff member possessed a delicate, fragile sensibility?one that people tend to forget?stating, “When opening a bag containing character art or photos, I feel guilty if the art gets torn.” We centered our discussions around this staff member to find an acceptable line.[/p][p]The overall conclusion was that “discontented or comical expressions are preferable to frightened or crying ones, as they allow players to laugh while defeating them without guilt.” Consequently, graphics likely to evoke guilt were reserved for a boss-tier enemy prone to drawing player hatred.[/p][p][/p][p][/p][p]While this update has no impact on gameplay itself, enemies now display quite expressive reactions, making the game feel a bit livelier overall.[/p][p](I think you'll probably get used to it soon, but it might feel a bit strange at first...)[/p][p][/p][p]At this point, some might be impossible, but aiming to demoralize unique enemies could be an interesting challenge element.[/p][p]My recommended demoralization animations are for Blue Crown, Void Thief, Void Ranger, Chrono Breaker, and Kelt.[/p][p](Incidentally, the “Medal” feature announced in Monthly Nexus will also include defeating unique enemies with 0 damage as an achievement.[/p][p]If you manage to defeat a unique enemy, you might want to save your game data in preparation for the Medal feature's implementation.)[/p][p][/p]