I do realize that it has been a while, as stated things have been taking a turn for the worst in my personal life, thus hindering my developer's life but I do wish to push on.
With my little time away from working on the game I had come up with a few new ideas I wish to incorporate into the game in place of certain concepts, as well as expressing the remaining necessities before testing.
The combat system itself is still incomplete, and I feel I may have gone too far involved with the stats for my own good, so I'm going to simplify them. No more power or anything bogus like that to worry about. Strength will directly effect melee damage, Body will deal with the damage you receive, Mind will directly effect KI effects, and so on. I feel I bit off more than I (and the byond engine itself) can chew, so I'm going to take a little time simplifying everything before I pick back up on the combat system itself.
This should speed up the process a little and make it less involved and confusing, yet more straightforward and fun. Of course I do still have a lot of work to do with the game, but it will be ready when it is ready. I stopped doing this for myself and tried focusing on doing it for potential players, and that took me off track. I won't rush anything or even try to speed anything along for anyone, but I'll work at my even pace and hope that when it's released people still want to play it. Basically I was working on the game for the weekend updates, and rushing my ideas... I lost a little interest by doing that.
Screenshots will be held off until I actually have something pretty to show, as of now it's just confusing people who stumble upon the game and building up speculation I really don't want yet. If you care about my progress as a developer and maybe some aspects of the game then this is the blog for you, if not then haunt the hub entry until it's available :).
As I started the game I was working around an equipment system being the basis of stats for the game, which I eventually realized didn't really make sense for the category and people would be pissed if they had to wear a certain clashing combination of clothing just to have their stats where they want them. Gear as of now will simply be cosmetic for the most part.
In place of gear will be this idea I've had for some time now, Training Slots. Initially you will start out with one slot, which would hold place for exchangeable card-like items based on your style and/or race. As you level you'd get more of these slots, and the objects themselves would contain stats or passive effects that directly effect your character. In the future I would probably have up to 3 different types of these slots where only corresponding cards would fit.
It's still a rough concept but I like it better than the gear idea. Say you do a quest line based on gravity training, at the end there would be a choice of training cards that explain and represent the level of your gravity training, or you train under a master for a quest line. The ideas are very open-ended and should provide a good outcome.
I hope to have more updates in the future, but please realize that this is just a self-fulfilling project, and having players when it's ready is only the perks of it.
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