Good Fighting Good Fun(Week 94)


Alright, plenty to talk about so let's get right into it!

So this week, class design began in earnest, and I streamed the design process of the first two classes I worked on, the Black Knight and Vassal. While Vassal still has a ways to go, given that a good number of their skills require some special work to be done first, overall the main skills are complete, but I do need to replace the skills so that they aren't so unorganized.

My thoughts right now are that Black Knight is definitely a lot of fun because of the sheer options to screw with enemies with, but I'm overall happy with the coverage thus far.

I'm just starting work on the Fighter Class which needed a lot of extra work. So, here's what's being done.

  • Combos - I've gotten one chain started, and it works like this: Charge Blade, Charged Strike I, Shield Bash. The highest possible damage would be (x2) Charge Blade, Charged Strike I, and Shield Bash. Charged Strike I now does more damage when Stun, a state caused by Shield Bash, is applied. Charged Strike also inflicts Minor Weakness, which Shield Bash now accepts as its condition to increase damage.
    • The second version of this chain is going to be: Charge Blade, Charged Strike, Flurry Slash. Flurry Slash will check for Minor Weakness like Shield Bash, and deal more damage. Flurry Slash in other words will have the potential to be extremely potent if you use it correctly.
    • Once you've leveled up a little ways, you will have the ability to access a new Shield ability, Battering Ram. It's effectively an upgraded Shield Bash. It is part of a combo involving Charged Strike II and III, using Weakness as its trigger for optimal damage. Once Battering Ram is used, it opens the way for you to make use of the Fighter's ultimate skill, Hero's Sword.
  • I've also added a fair number of new skills to Fighter, which I'll save for you all to see yourselves, but Shield will actually get a lot more use, I left it in the dust and focused too much on Sword. Now however, both Sword and Shield styles will have plenty of skills to unlock.
  • Some additional skills are now being properly implemented since I always intended to add them but mismanaged things, so their unlock triggers weren't possible.
  • I'm considering giving Spiritblade and Beastblade upgrade levels like Charged Strike but I'm not convinced. I may just leave them in place but buff their damage to be more competitive with the new combo system.

I won’t really be doing much with the Ritualist class, it really won’t need much changes. Hunter and Striker need a hard assessment, as they have a lot of issues right now.

D7 also streamed Shattered Realms: Mortal Tale and covered the first part of the game.

With that said let’s disclaim: I do in fact know about a lot of issues in the game, a lot of which I expected when he told me he was going to stream it. I am hard at work at fixing up the myriad issues plaguing the game, and an update is in sight. There is lots left to do so please be patient. I hope that D7 continues to enjoy SR even with the huge problems it has. Even with my being aware of multiple issues, he actually provided a lot of good feedback regardless.

Once I have the classes redone, I will be playtesting the game and finalizing balance for the game’s update. Then… well. I have some great Post Game planned and extra features to add. More than likely I will be adding autosave to SR:MT because I am just as tired as you guys with the random crashes/freezes that happen. I will be looking for a permanent fix after this update, but lots of conflicting information is abound.

That’s all for this devlog, I will see you next week, hopefully with some gameplay of the new class designs.

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