Well We Expect as Much (Week 99)
Right, so apologizes about the last development week. It was honestly lackluster and to the point I didn't feel a devlog would offer much interest and I chose to focus my attention elsewhere. This week however, I did not disappoint you.
I started this week with singular purpose: to find a better solution for the Stance Change mechanics of the Striker. How it used to work was through the use of a plugin from Archeia, however it had severe issues. While you could change weapons with instant results, you had to deal with an obtuse inventory screen that was completely unappealing to look at or use.
I have since found a plugin from Yanfly that achieves a much better effect at the cost of some speed. You can now equip weapons at will in the battle screen, and this allows for a more pleasant view of the inventory screen again.
The other important aspect of this is that dual wielding will now work properly again in SR:MT, so the Ritualist will get a special power up. I'm finally going to be able to add the Tomes in as part of their mechanics and I'm really happy about that.
Right, let's talk about the Striker, the main focus of all of this.
Thanks to getting the Change Stance mechanic sorted out relatively early on, I was able to begin work on finishing the class design and implementation of the Striker skills. As a matter of fact I actually have the majority of the initial design work done. I somewhat struggled with combo ideas toward the end, but for now it's passable. I still need to test all of this unfortunately.
How the Striker works, is they have two sets of skills for each stance, Pata and Bruiser. At the end of each set, there is an Ultimate Ability that can be used.
With all of this done, I now need to turn to the Hunter and get their combat up to snuff and give them fundamentally more options, as they're lackluster at present.
Once that is done, I need to play through the story again and test to see how balanced the experience is for the Hunter/Striker pair. The goal is to give them enough tools to handle themselves without compromising the difficulty of the other pair. If this will be a swift process, I unfortunately don't know but I'm disinclined to believe anything will be easy for me these days.
If I can finally get this reworking done, I can finally move on towards some of the other core areas of the update needing work, such as the game over overhaul and the class promotion system.
Hopefully next devlog you guys will be in for some good news! Have a great week in the meantime!
Get Shattered Realms: Mortal Tale
Shattered Realms: Mortal Tale
Save the world and your own soul.
Status | In development |
Author | AoDLegacy |
Genre | Role Playing |
Tags | Character Customization, Classes, Dark Fantasy, Exploration, Fantasy, JRPG, Meaningful Choices, Multiple Endings, RPG Maker, Turn-Based Combat |
Languages | English |
More posts
- Devlog 111 -The Definition of InsanityMar 13, 2024
- Devlog 110 - Stayin Alive, ReduxJun 21, 2023
- Devlog 109 - Here We Are, Once AgainJan 06, 2023
- Quick Patch for 1.0.4Nov 03, 2022
- Plans Moving ForwardOct 29, 2022
- Shattered Realms: Mortal Tale: HoC Patch NotesOct 28, 2022
- Updated Release Plan - October or Bust!Oct 20, 2022
- Tentative Demo Release PlanOct 09, 2022
- Devlog 108 - Stayin' AliveSep 30, 2022
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