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Story of Nararale News

Development Log 22

[h2]Gameplay[/h2]

Character Controls
  • Any character can be moved without interrupting any actions, such as attacking and guarding. This means that the player does not have to wait for the characters to reach their destination before commanding another troop.


Player Strategy Phase
  • The player can choose troops to deploy before the battle starts. Any troops deployed on the battlefield will not reveal their visions in this phase.


Attack Bar Mechanics
An Attack Bar will appear when a player or enemy attacks. There are four types of hits:
  • Normal Hit (deals x1 damage)
  • Critical Hit (deals x2 damage)
  • Miss Hit (deals 0 damage)
  • Fail Hit (deals 0 damage and the character cannot execute any further combo hits)


Projectile Hit Detection System
  • Any projectiles will detect hit collisions and can become stuck with terrain, trees, and even other enemies that are not the primary target of the attack.



Direction Damage Multiplier System
  • Direct attacks from the front of the character will have an x1 damage multiplier.
  • Direct attacks from the side (left or right) of the character will have an x1.5 damage multiplier.
  • Direct attacks from the back of the character will have an x2 damage multiplier.


Skill System
  • Any character will have one special ability to use, except for normal attacks.


Troop Power
  • Any character can have a maximum of 10 troop power. When troop power reaches 0, the character dies and disappears from the battlefield once the attack ends.


[h2]UI[/h2]
  • Added Character Portrait, which the player can click on to lock the camera onto that character and take control of them.
  • Added Faction Flag UI, which appears at the top of the screen and shows the troop power of any factions (Ally, Enemy, Neutral). The player can click on the ally flag to end the turn.
  • Added Character Cards, which appear at the bottom of the screen during the Strategy Phase. The player can drag-and-drop these cards to deploy troops.
  • Added UI Projectile Trail, which shows the direction of any projectile attack.
  • Added UI Direction Damage Multiplier, which shows the direction of an attack based on the target character.


[h2]Visual[/h2]
  • Changed the color of the Moveable and Attackable Tiles Highlight to make it cleaner and more comfortable to look at for longer periods of gameplay.


[h2]Animation[/h2]
  • Added an "Archer Aim High" animation that uses the skill "Arrow Shower."


[h2]*** Removed System ***[/h2]
  • Removed any troop group-related mechanics and allowed only one character max on each tile.


[previewyoutube][/previewyoutube]

Development Log 21

Gameplay
- Added Archer animations.
- Added Ranged attack for Longbow that can attack further 6 tiles away from an attacker but can't attack any enemy in 3 tiles range.
- Any Character can only attack targets that are in Line of Sight, any character that is obstructed by terrain cannot be attacked.
- Characters can move through their allies but not their enemies.
- Added Character's rotation at the end of turn that allows player to change the rotation of their troops before the end of each turn.
- Characters will rotate to face the enemy when attacking.

Animation
- Added Archer normal attack animation.
- Added 3rd attack animation for Swordman
- Added Projectile animation (Arrow) that can be used by Archer troops.

Visual
- Added Damage Pop-Up that shows damage numbers and damage type in each hit.
- The camera will focus on both attacker and the defender when attacking and transparent any characters that are not relevant to that attack.
- Added UI that shows what tiles that current character turn can attack.
- Added UI that shows what tiles that obstruct by terrain and the character can't attack those tiles.

Bug Fixes
- Fixed a bug where troops rotate around when they are on stairs and cannot move.

[previewyoutube][/previewyoutube]

Development Log 20

Gameplay
- Any character's movement and animation speed will change depending on the tile they are on.
- Troops will rotate clockwise and keep their positions within the current formation when moving.
- Added 3 Formations for troops to use
- Line Formation: troops will move and adjust their positions to lines with a max of 5 troops per row and the flag troop will move to the front line of the group.
- Loose Formation: troops will move and adjust their positions to make equal spaces between troops with a max of 3 troops per row and the flag troop will move to the front line of the group.
- Shield Wall Formation: troops will move and adjust their positions to the front and guard against any attacks with their shields with a max of 4 troops per row, the flag troop will move to the back line of the group.
- Added Parallel Movement function to enable for the player to move and command their troops continuously.

Animation
- Added Flag-Bearer troop for each group of troops.
- Added Attack Combo 2nd for the Swordman troops.

Visual
- Added Waterfall, Stone, and Tree (Variant 2).
- Added Fog Particle around the player's vision.
- Adjust World Lighting that affects the character and makes it more realistic.
- Added Dynamic Skybox that changes its color to correspond to the current world lighting.
- Any Fire Particles will cast a shadow with real-time lighting.

[previewyoutube][/previewyoutube]

Development Log 19

- Added Grass and Tree
- Changed Fog of War visualization.
- Limit the character's travel distance to the line of sight.
- Added Outline Effect that makes graphics look more like cartoons.
- Added Dithering Effect that displays the characters when they're behind any 3D objects.

[previewyoutube][/previewyoutube]

Development Log 18

- Player units have a line of sight that can use along moving to reveal Fog of War and when it has been revealed, the terrain will be visible, if player units leave the point where Fog of War has been revealed, the terrain still visible but all enemies on these tiles will be hidden in the Fog of War.
- Added 2 character types General and Troops
- General: has only one sprite in one tile.
- Troops: have many sprites in one tile, cannot be separated between units, and move as a group of characters.
- Added 3 character animations
- Slash
- Guard (with Shield)
- Raise Hand and Command (Will be used for generals to command the unit later)

[previewyoutube][/previewyoutube]