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Development Log 23

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[h2]Gameplay[/h2]

Individual Turn-Based
Changed from Team Turn-Based to Individual Turn-Based. Each character will have 5 AP (Action Points) to use for actions during their turn:
  • Move: Costs 2 AP
  • Normal Attack: Costs 3 AP
  • Skill: Cost depends on the skill, typically ranging from 3 to 5 AP
  • Rotate Character: Costs 1 AP
  • Guard: Costs 3 AP


This change shifts the gameplay focus to action management.
  • For example, if a player doesn't want to attack in a turn, they can choose to move twice, costing a total of 4 AP, and still have 1 AP left to rotate the character in their desired direction.
  • However, if the player decides to move and attack within the same turn, it will cost all 5 AP, leaving no AP for rotating the character. Additionally, in some cases, an Archer may want to use the ultimate skill "Arrow Shower," which deals significant AoE damage and costs 5 AP.
  • In this situation, the character will not be able to move or perform other actions during that turn, as all the AP will be consumed by the skill.


Area of Effect (AoE) attacks and skills
  • Players can choose any AoE attacks and skills within the red tiles, and the UI will display the AoE range with orange tiles.
  • Directional damage will be calculated individually for each character, based on their positioning.


Direction Damage Multiplier Changes
  • Front Damage Multiplier: +0% of total Damage
  • Side (Left or Right) Damage Multiplier: +20% of total Damage
  • Back Damage Multiplier: +50% of total Damage


Status Effect (Fire and Poison)

Fire Status Effect:
  • Has a base 20% chance to inflict the status effect with each hit, which can be upgraded by skill level.
  • Damage will be calculated as 25% of the highest total damage dealt to the character that triggers the effect.
  • The damage is applied every turn as a damage over time (DoT) effect and lasts for 2 turns.
  • If the same target is inflicted with the Fire Status Effect again, it will take the highest total damage as a damage over time and refresh the duration of the Fire Effect to 2 turns.
Poison Status Effect:
  • Has a base 10% chance to inflict the status effect with each hit, which can be upgraded by skill level.
  • Damage will be calculated as 10 (Fixed Damage that cannot be reduced by any Defense) and 10% of the highest total damage dealt to the character that triggers the effect.
  • The damage is applied every turn as a damage over time (DoT) effect and lasts for 5 turns.
  • If the same target is inflicted with the Poison Status Effect again, it will take the highest total damage as a damage over time and refresh the duration of the Poison Effect to 5 turns.


Enemy Behavior
  • Added Offensive and Aggressive mode to the enemy's behavior. For example, if the enemy has less than 25% of their health remaining, they have a 50% chance to flee from the battle. This means they will walk away from the player characters. The player will need to decide whether to chase the fleeing enemy or continue fighting other targets. In such situations, it is advisable to utilize all available AP effectively and avoid wasting any remaining AP.
  • Added Melee Enemy Behavior: Melee enemies are aggressive and can move through any line of player defense if possible, in order to attack the weakest target. If a weakness is not identified, they will target the nearest enemy.
  • Added Ranged Enemy Behavior: Ranged enemies calculate their attack range before moving. They will move within their attack range and prioritize targeting the weakest possible enemy within that range.

[h2]Graphics and Animations[/h2]
  • Added "Raise the Flag" animation for the Flag Bearer, where they raise their flag with both hands. Included slash animations (left, right, and stab) to depict sword attacks when a character is hit.
  • Added arrow attack animations to depict characters being hit by arrows.
  • Added a fire animation to visually represent the Fire Status Effect on characters inflicted with it.
  • Added a poison animation to visually represent the Poison Status Effect on characters inflicted with it.

[h2]UI[/h2]

Turn Bar: Changed to an individual turn bar that displays a white square as the turn separator. When this icon reaches the left side of the turn bar, the turn will increment, and any status effects will trigger their effects.

Action Bar: Will be shown at the bottom center of the screen if it is the player character's turn. It will display text indicating the shortcut keys for each action at the bottom. For example:
  • Move: Press 1
  • Attack: Press 2
  • Skill: Press 3
  • Rotate: Press 4
  • Guard: Press 5
  • End Turn: Press Tab

HP Bar: Will be displayed as a thick red bar.
MP Bar: Will be displayed as a thin blue bar.
AP Bar: Will be shown as an orange bar with 5 sections, representing 5 AP.
  • Players can hover over any actions to view the AP cost on the AP Bar.
  • The section of the AP Bar corresponding to the AP cost will blink in a dark orange color, and an orange text will display the resulting AP if the player uses that action.
  • If the player has insufficient AP to use an action, the AP Bar will be shown with a red text and a red section indicating the lack of AP.


Planning Phase
Revamp the overall UI of the character card:
  • Display the character's level with a yellow star icon on the character card.
  • Show the portrait of the character in the center of the card.
  • Display the character's name at the bottom of the card.
  • Display the character class icon in the top right corner of the card.

Change the text dynamically:
  • When the player is not dragging any cards, display the text as "Choose your character."
  • When the player is dragging a card, display the text as "Place the character to deploy."