Just… just why?
I release Daud from where the Brigmore Witches had apparently imprisoned him in a bathhouse to be used by the Eyeless cult for commercial gain, then head back to the remains of the Dreadful Wale to plot my next move.
I continue wandering about the Ardainian battleship, being screamed at by the soldiers, and manage to pinpoint exactly what is bothering me about the game while smacking that weird pervert, Dughall, in the face a whole bunch.
And then we head out and face the best characters, Mòrag Ladair and Brighid, in combat.
The big thing about this new game idea is the large number of units that I’ll need to come up with and animate and spec out. I have good ideas that are within reason and aren’t time-consuming.
I did some more renditions of Zegg to try to find a good balance of head-to-body. I’m still not getting the quite right vibe off of him but, like with Voyager, I have no idea what the “right vibe” looks like.
Joker is a gambling/card-based character. His attacks deal random damage or random effects; he’s also the first one I’ve developed with traits. It becomes less and less likely for a specific damage/effect to occur the more often it happens in a row and he either doubles or destroys all loot that’s found. He’s high-risk, high-reward.
Wulfred is the first tank. He’s slow, but draws aggro easily. Wulfred’s based on a St. Bernard, a Tibetan monk, and the fictional concept of these dogs carrying barrels of brandy about on their collars.
I head south to Faron Woods and become decidedly alarmed by the existence of Farosh, a giant electricity dragon that aimlessly floats around spitting electric balls at everything.
And this reminds me of Sparky and the most horrible camping trip that made me quit being a Boy Scout.
Eventually. Once the ADHD lets more than half a thought through at a time.
I finally get around to the third in one of my favorite game series and join Billie Lurk on her quest to find forgiveness in the one person who ever felt like family… and talk to rats, which she was always apparently capable of doing because of a trinket her girlfriend gave her?
Just some notes on a game idea I had, combining a wide variety of RPG-mechanics that I’ve seen. I think I’ve got a name, too: Starfall Dungeon sounds fairly nice, right?
Moving through the rooms and hitting encounters, such as loot and combat, is basically lifted wholesale from Darkest Dungeon, a game that I’ve never played. I’m not sure about whether I’ll be using the scrolling like DD or if I’ll just have single room encounters… I suppose that the way I’ve set up the map generator will allow me to just have extra wide rooms; it functions by using a selected room to spawn a new room a distance away using the room’s width to select the spawn point, after all…
(Note: Keep track of maximum and minimum rows and columns to better facilitate the creation of a minimap)
The “Hub” world has a number of buildings that assist with dungeon delving as well as the entrance to the dungeon itself.
- A tree or something that heals hurt or defeated units and refills Mana.
- I’ll have to decide on the cost of doing this: time? gold? blood?
- Something akin to a Barracks where unit management is handled
- Create teams
- Upgrade units with extra stats
- Equip units with items to improve capabilities and provide traits
- A Shop and a Construction Sector
- Purchase supplies for use in the dungeon, such as health and Mana restoration
- Improve the function of buildings
- Faster health and Mana recovery for the tree
- Higher stat caps for units in the Barracks
- Quick access to lower levels in the dungeon
- Better items in the shop
The initiative order is dynamic: each allied unit gets put on the left side of the initiative bar while enemies get put on the right and they all move towards the center at their specific speeds. Once they reach the center, they get to choose an action.
I’m mulling over using a design element that I saw in Child of Light; upon choosing an action to perform, each unit enters a “Casting” phase while they prepare their action. Different actions have different “Casting” times and, if the unit is struck while “Casting”, they get interrupted and set back on the timeline. Some future notes have more on this.
Since I’m thinking along the lines of it being a mobile game, tapping on an acting character brings up a radial menu of actions that you can select from. Tapping on the character at certain times during their actions will increase their effects, similar to the timed presses in Paper Mario.
I played a bunch of Tiger! Tiger! between episodes before going to infiltrate the Ardainian’s battleship, rescue Nia and Dromarch, and be screamed up by the soldiers.
The sound design in this game is just atrocious sometimes. With the previous two games, you had three-to-four party members at any given time and they and the enemies interacted with each other at a reasonable rate.
With THIS game, you have three pairs of characters who interact almost constantly between themselves, constantly overlapping with the other two pairs and the enemies constantly talking and reacting and interrupting each other and interrupting themselves and grunting and shouting and going on and on and never stopping and just talking and talking and talking and it never stops and they just keep talking and you put them in the sack and beat them against the wall and beat them against the wall but they just keep talking and never stop…
YOU THINK YOU CAN TAKE ME!?