Heart of Battle (Week 90)


Alrighty, let's get into it! So this week was really good in terms of progress. I've gotten a lot of playtesting done the past few days, done some bug fixing, and of course, rebalancing. Overall the game functions very well compared to other incarnations of it in terms of control of the flow of battle. You can actually predict the damage overall and it feels so much better on my end, knowing that I can work out the damage formulas as I need to.

Some extra work remains, but overall we're at a pretty solid start. The ultimate end goal right now is to make a tone of extra combat options available to the player and work on making information in each skill easier to access. The limited options for the Fighter is actually quite frustrating, it feels like there's only one way to play and it's quite boring not being able to mix it up. This is the same case for some of the other classes. They just need more tools to work with. Ritualist by far has the most options available to them.

As far as progress goes, I'm currently testing the final battles of the dungeon, I'm not happy with the boss fights there yet. Their mechanics are broken in the sense that they aren't doing what I was wanting, and so feel lackluster. Once I get this part done, I'll be in a position to see how the rest of the game is balanced. The finale is coming up soon which means I'll be busy with a lot of boss fight design then too. Once all that is done, the most important part of this update comes, which is of course the extended capabilities of the main cast. Skills, skills, and more skills.

Not only does it include the classes already in the game, but the two Class Promotions will be fully designed and implemented during that part of development. There will be a lot of feature work after that, so look forward to a lot of new changes as time goes on.

I'm almost done reworking Veta's sprite, she is just missing upward movement frames. 


Playing through the game with custom sprites, the main characters feel really goofy and stand out from the rest of the game right now, which only slightly bothers me as I know that once you see the new dungeon, they'll fit in perfectly and you'll get a true taste of what the final product of the game will be like.

No new assets from Xavier or Zephyr, Xavier has other commission obligations to contend with. I am however implementing the OST he has made up until this point, so you will get a look at not only custom sprite and tileset work in this update, but also the music direction of the project.

I don't intend to leave the custom sprite issue alone for long after this update, probably my first order of business will be to customize most of the tiles and characters of the project into custom ones. These will be implemented in stages, so over time as the final product demo is developed you'll get more and more of a taste of the final look.

Unfortunately that's all for now, I hope to have more fun things to talk about in my next devlog. You all have a great week!

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