Development Log 24
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Added Rogue Class
Added Parry System
Added Extended Move Range
Added Jumping
Added Rogue Skill: Flying Edge
Added Rogue Skill: Shadow Strike
Added Rogue Skill: Double Stab
Added Archer Skill: Arrow Barrage
Added Archer Skill: Fire Shot
Time Pass System
Added Character Movement
Added Trail Effect to the Projectiles
Added Camera Movement Interruption
Added Camera Enemy Hidden Action
Added Tooltip along with Language System (English (EN) and Thai (TH))
Here are some examples of tooltips explaining the actions:
Action Move
(EN): Move
(TH): เดิน
Action Attack
(EN): Move
(TH): โจมตี
Reworked Action Bar and Quick Slot
Skill Icons
Current Turn Side Title
Gameplay
Added Rogue Class
- The Rogue class wields twin daggers and is specialized in fast movement, allowing them to perform two quick attacks with normal attacks and most of their abilities. Additionally, they can climb and jump between terrains with less cost compared to other classes.
- They have movement abilities like "Shadow Strike" that enable them to attack and move to the target simultaneously, and ranged abilities such as "Flying Edge" that allow them to throw the daggers from a distance.
- However, these advantages come at the expense of reduced health and defense.
Added Parry System
- The Swordsman Class now has the ability to parry enemy melee attacks from the front side with a 50% chance to trigger in each hit.
- When the parry activates, an orange circle will appear on the attack target (the one receiving the damage) along with a thin white circle that will shrink over time.
- Players must interact with the circle in time (by default, using the left mouse click or spacebar) and align it within the orange circle to execute a successful parry.
- In the event of a Successful Parry: The damage received from that hit will be negated, and all remaining combo hits will be stopped. The defender will then counter-attack the attacker with a normal hit or a critical hit, depending on the result of the attack (Normal Hit or Critical Hit) delivered by the attacker.
- In the event of a Failed Parry: The damage will be received as usual, and the attacker can continue their combo hits.
Added Extended Move Range
- Players can now move twice as far as before, but it will also cost twice as many action points (4 AP Cost instead of 2 AP Cost). This means the player will take only one action instead of two to cover the extended distance. For example, previously, if a player wanted to spend 4 action points on moving, they would have to move once for 2 action points and then move again for another 2 action points. Now, the process is shortened, making actions quicker and more visually reasonable. However, players can still opt for the normal movement process by choosing Blue tiles (2 AP Cost) instead of Purple tiles (4 AP Cost) within the movement range action.
Added Jumping
- All the characters are now able to jump between terrains, but it will cost more movement points.
- For example, jumping from a plain tile will have a lower movement cost compared to jumping from a forest tile, which will be more expensive.
- Additionally, jumping up will cost more movement points than jumping down, approximately 25% more.
- It is worth noting that the Rogue class can jump with less cost, about half of the jumping cost of all other classes.
Added Rogue Skill: Flying Edge
- Throw two daggers consecutively at the enemy. Deals 115% of P.ATK damage with a 20% chance to inflict Poison per hit.
Added Rogue Skill: Shadow Strike
- Teleport to the back of the target (if possible) and then dash and stab through to the front of the target.
- This skill counts as an attack from the back, and all bonus damage is applied if possible (+50% damage when attacking from the back).
Added Rogue Skill: Double Stab
- Quickly stab the target two times consecutively. Beware that this skill will require more precision to hit, and even more so for critical hits.
Added Archer Skill: Arrow Barrage
- Release multiple arrows at the target with two strafes. The skill will be more effective at point-blank range.
Added Archer Skill: Fire Shot
- Shoot a single fire arrow that has a high chance to ignite the target, causing them to burn for a duration.
Time Pass System
- Time will only move when a character takes an action, including walking and attacking.
- The time will be stopped when a character does not make any action.
- Therefore, actions that take more time to process will result in more time passing.
- For instance, moving 10 tiles away will take more time to pass than moving 5 tiles away, and attacking with 3 combo hits will take more time to pass than attacking with one combo hit.
Animation and Visual
Added Character Movement
- Characters will now adjust their position in a way corresponding to their actions.
- For example, the archer will move back slightly when about to shoot an arrow, while the Swordsman will move their position forward with each hit when executing the Chain Attack ability or normal attack.
Added Trail Effect to the Projectiles
- All projectiles will now have a white trail effect, making them more visible in the environment and showing the trajectory of the projectile's movement.
Camera
Added Camera Movement Interruption
- Players can now move the camera and ignore the current focus event on the screen.
- For example, if a player wants to see another character while the enemy is moving, they can now move the camera more freely without the camera being fixed on the current event (default keybinds are W, A, S, D).
Added Camera Enemy Hidden Action
- The camera will focus on the enemy target only when it is revealed to the player's sight.
- This prevents the enemy's movements from being exposed by the camera focusing on the fog of war.
User Interface (UI)
Added Tooltip along with Language System (English (EN) and Thai (TH))
- Tooltips will be shown when the player hovers over any actions or notable UI elements that require further explanation.
- All the costs of actions will be displayed on the top right of the tooltip window, including AP, HP, and MP costs.
Here are some examples of tooltips explaining the actions:
Action Move
(EN): Move
- Moving within the Blue area requires 2 AP.
- Moving within the Pink area requires 4 AP.
(The character cannot move through areas occupied by enemy characters.)
(TH): เดิน
- เดินในระยะพื้นที่สีน้ำเงินใช้ 2 AP
- เดินในระยะพื้นที่สีม่วงใช้ 4 AP
(ตัวละครไม่สามารถเดินผ่านพื้นที่ที่มีตัวละครฝั่งศัตรูได้)
Action Attack
(EN): Move
- Attacking from the Front
Attacks have a chance to be parried or guarded. - Attacking from the Side deals +25% damage.
Attacks have a chance to be guarded. - Attacking from the Back deals +50% damage.
Attacks cannot be parried or guarded.
(TH): โจมตี
- โจมตีจากด้านหน้า
การโจมตีสามารถถูกโต้กลับหรือป้องกันได้ - โจมตีจากด้านข้างทำความเสียหายเพิ่มเติม +25%
การโจมตีสามารถถูกป้องกันได้ - โจมตีจากด้านหลังทำความเสียหายเพิ่มเติม +50%
การโจมตีไม่สามารถถูกโต้กลับหรือป้องกันได้
Reworked Action Bar and Quick Slot
- The Action Bar (the UI at the bottom center of the screen where players can choose actions) has been reworked to be more compact and centralized.
- At the center of the Action Bar, there is now a portrait of the current turn character along with their name.
- On the left side, all available actions for that character are displayed (default keybinds are 1 -> 5), while the right side contains all of the character's skills (default keybinds are F1 -> F8).
- Additionally, the UI will automatically reveal the action range when the mouse hovers over an action (for example, the movement range will be displayed when hovering over the Move Action).
- When a player clicks on any action, the UI will slide down to a minimized state and display the cost of Action Points (AP), Health Points (HP), and Magic Points (MP) at the bottom of the screen.
Skill Icons
- All skills now have their own icons, including those for the Swordsman, Archer, Rogue, and Flag Bearer classes.
Current Turn Side Title
- The red flag with the text "Enemy Turn" will be displayed when it is the enemy's turn.