3/16/18 Development Log: New Demo
Hello everybody and welcome to a late in the week update. I held off this week until I got the new Demo up and running. So, without further ado, let's get into what is new.
Check out the new Demo Here!
First and foremost I wanted to include some more content in the game other than just a level. So, in this update you will get to play through the story that leads up to the forest level. For this I wanted to focus on the story and as a consequence to that, I've removed a few features such as Xbox 360 controller support and story choices. While these have been removed for now, they will probably be added back later.
Rooms-
Next up, this demo will introduce bigger rooms. Compared to the rooms in the demo rooms are approximately 50% bigger. Hopefully this will allow for better positioning and overall making them feel less claustrophobic.
As you may have also noticed this demo also adds a few new systems. In the top right you will see that while enemies are still alive your minimap will turn to room view showing the locations of enemies in the room. This was added to address the problem with enemies being sometimes hard to.
Combat-
Additionally the combat systems have all had face lifts. The first being the physical damage system! There was an overall feeling that the heavy attack was not impactful and from my observations players didn't really have an incentive to use them. In this demo heavy attacks now executed as part of an attack combo. Using an light attack for example will allow you to use a unique heavy attack, while 2 lights attacks into a heavy will execute a different attack. In addition, heavy attacks also have a chance to unbalance enemies for a few seconds causing any subsequent attacks to critically strike.
The next major change is in the spell system. I really wanted the spell system to stand alone, which the previous version did not accomplish too well. While I really did like the deck building, it didn't really promote the style of comboing I wanted to see. The new system hopefully solves this by allowing players to cast more often as well as allowing spells to be combined into stronger spells. It's a pretty complicated system and if you're interested my previous updates talks about the system and the evolution of it.
Anyways those are main things that have been updated. Check it out! I'm going to be gone next week but I will continue the development logs when I get back!
Files
Get Hero Soul: I want to be a Hero! (Demo)
Hero Soul: I want to be a Hero! (Demo)
A Procedurally Generated ARPG Experiement
Status | In development |
Author | raynesu |
Genre | Role Playing, Adventure |
Tags | 2D, Action RPG, JRPG, Pixel Art, Procedural Generation, Roguelite, Sprites |
Languages | English |
More posts
- Development Log: 7/22/19 Demo V.1.2 ReleaseJul 22, 2019
- Development Log 4/1/19: To the next Milestone!Apr 01, 2019
- Development Log 3/5/19: Construction in ProgressMar 05, 2019
- Development Log 2/25/19: Back from the DeadFeb 26, 2019
- Development Log 2/4/19: Limit BreakingFeb 04, 2019
- Development Log 1/28/19 Into the MinesJan 29, 2019
- Development Log 1/21/19: Very HeavyJan 21, 2019
- Development Log 1/14/19: C-c-combo!Jan 15, 2019
- Development Log 1/6/19Jan 06, 2019
Comments
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I'm understandably disappointed by the removal of Xinput controller support. When you add it back in, I'll give your newest demo a good solid playthrough.