Development Log 27
[previewyoutube][/previewyoutube]
Hi! Long time no see!
It's been about seven months since I last uploaded any updates about the game.
Alright, game development requires some inspiration, right?
Let's talk about the mechanics in the game...
[h3]World Map Movement :[/h3]
[h3]Movement While In Town :[/h3]
[h3]World Map Pathfinding :[/h3]
Players can choose between two pathfinding options: Shortest Distance or Straight to the Point.
[h3]Target Chasing:[/h3]
[h3]Character Deployment:[/h3]
[h3]Attack Bar Type (Time Event):[/h3]
A new Attack Bar has been added. This bar is used for skills that have a charging or wind-up animation. These types of skills deal a huge amount of damage and usually have a larger area of effect than normal skills. However, players must press the quick-time event in time to reach the threshold.
Threshold Targets
By default, the Quick Time Event keys are W, A, S, D
(This can be changed in the controls => Keybind settings)
[h3]Status Effect (Burning):[/h3]
[h3]Status Effect (Knockback):[/h3]
[h3]Counter Attack (Player and Enemy):[/h3]
Hi! Long time no see!
It's been about seven months since I last uploaded any updates about the game.
Alright, game development requires some inspiration, right?
Let's talk about the mechanics in the game...
[h3]World Map Movement :[/h3]
- Players can move around the world map by left-clicking. Time and the environment, including any NPCs or enemies, will only progress when the player interacts with the world map (e.g., moving or waiting).
[h3]Movement While In Town :[/h3]
- Players can choose to move to various locations in town (e.g., the Castle, Blacksmith, Training Field, etc.).
By left-clicking, your character will move to the selected location. Time and the environment, including any NPCs or enemies, will not progress until the player chooses to wait in town or exit the town.
*** This feature is still in development. ***
[h3]World Map Pathfinding :[/h3]
Players can choose between two pathfinding options: Shortest Distance or Straight to the Point.
- Shortest Distance: The path will prioritize the shortest route with the lowest movement penalty.
This option is ideal for traveling long distances. - Straight to the Point: The path will move directly from the current position to the selected position if possible, only deviating when encountering obstacles (e.g., mountains, rivers, seas, or structures).
This option is best for chasing targets or fleeing from enemies.
[h3]Target Chasing:[/h3]
- Enemies will chase the player within their line of sight. They will use the Shortest Distance Pathfinding (if possible) to reach the target as quickly as possible. If the player moves out of sight or evades the enemy for a long period, the enemies may eventually stop chasing and ignore the player.
[h3]Character Deployment:[/h3]
- Players must choose characters to deploy to the battlefield within the Command Point (CP) limit.
- At least one character must be deployed on the battlefield to start the battle.
- Each unit has its own CP cost based on its level and stats.
- Characters can only be deployed on tiles where the fog of war has been revealed.
[h3]Attack Bar Type (Time Event):[/h3]
A new Attack Bar has been added. This bar is used for skills that have a charging or wind-up animation. These types of skills deal a huge amount of damage and usually have a larger area of effect than normal skills. However, players must press the quick-time event in time to reach the threshold.
Threshold Targets
- Grey: Miss
- Green: Weak Hit (50% less damage)
- Yellow: Normal Hit
- Red: Critical Hit (50% more damage)
By default, the Quick Time Event keys are W, A, S, D
(This can be changed in the controls => Keybind settings)
[h3]Status Effect (Burning):[/h3]
- Deals damage over time
- Triggers damage at the start of the character's turn
- By default, the Burning effect lasts for 2 turns and can be refreshed by inflicting another Burning status effect
[h3]Status Effect (Knockback):[/h3]
- Pushes the target back by 1 tile by default
- Knockback power can be increased to push more targets at once
- Pushed targets can cause damage to both the pushed target and another target (Friendly fire possible)
- Pushed targets can bounce off walls or any environment, causing additional damage (Friendly fire possible)
- Pushed targets can fall off terrain, causing fall damage (Friendly fire possible)
- Pushed targets can spread inflicted status effects to another target (Friendly fire possible)
[h3]Counter Attack (Player and Enemy):[/h3]
- When the player/enemy character has a counter chance (e.g., Swordsman) and is attacked from any direction except from behind, it may trigger a counterattack window.
Counter chance is reduced by half if the attack comes from the side. - The size of the counterattack window is calculated by comparing the AGI of the defender to the AGI of the attacker