Development Log 2/25/19: Back from the Dead


Hello everyone, I am back to the regularly scheduled weekly updates! I took a brief brake to take care of a few things but I am back in full force to work on the game. The first portion of this update I want to spend talking about pushing an update for the Demo. So much changed in the game since the release of the demo that I feel I need to update it so that it better reflects the current state of the game. So please look forward to a new updated demo.

So moving into what has changed since last time. The biggest update is in the spell system and these changes are 2 fold. The first addresses the desire of many players to equip their newly discovered cards. Before you would have to wait until the level was complete to do this, which I felt was too long. So now, you are able to equip and change your cards on the fly as long as you are not in combat. I think this will be a positive change because not only will it allow you to swap to newer cards as you discover them, but also allow you more strategic options when fighting enemies. The next change is in regards to the bust system. Overall I am happy with the new combinations this system adds to the spells system however, with the previous iteration there were just too many augmented spells to make and keep track of. To simplify it for me and the player I've made a smaller array of spells that are created based on the elements rather than the cards.

For instance, before 


While

= Something different

This was because the combinations were based off of the first card and the elements involved, even though both the combinations generate 3 fire. Now burst cards are solely based on the combination of elements. Hopefully this will make it easier to understand and use for players.

Moving on, I've also been polishing up the levels that are going to be available for the new demo release. This includes the forest level which you guys already have access to as well as the starting town and maybe one more depending on how much I can finish. 

You know it's good to be back. I'll see you guys next week.

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Comments

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Took ~70 days but I'm glad the spell system is getting a rework.  While I understand the concept of a card/combination system, I believe the priority should be on allowing the end-user (player) to have fun with it in a meaningful and understandable way.  One must balance depth and complexity in game dev.

High Depth & High Complexity = Path of Exile skill tree
Medium Depth & Medium Complexity = WoW TBC skill tree 'talent' system
Medium Depth & Low Complexity = Zelda LttP Item System

Warning: Unsolicited advice ahead
There are many ways to do it, but perhaps consider a UI-based system that allows players to see all their available spells and then create their own custom 'decks' so they have some semblence of control over what they are using.  This also mitigates the whole 'I got a new card but where did it go and why can't I use it' feeling.

It is wonderful to see this game take shape :)

Btw, don't feel the need to feel compelled to post a weekly update every single week.  Switch to biweekly or even monthly updates if your game development cadence would be better suited to such a change.

(+1)

Thanks for the concern! I do the weekly, or try to do the weekly updates not only to keep you guys up to date but also to keep myself on track. It really allows me to gauge the amount of progress I had that week as well as put ideas I have in words.  

Understood!  I admire your focus and attention to game dev (especially given the current market) and wish you well on your journey.  Don't forget the all-important post-mortem stuff once the game is released.  I love love love reading those <3