Midweek Devlog # 5 Let the Battles Begin


Alright, this week we've got some fun things to share.

Class Design

So this week, I've been working on the new opening of the demo, but to get the gameplay parts going, I've started by working on the classes of the human characters. So far, I have the Spy, Brawler, and Gunner concepts done. I have recorded some demonstrations of the classes and how they work, I hope you find them interesting!

Spy

Gunner

Brawler

These three classes are the majority of what you'll see of the new human classes for the game, at least for the present. There are others, but they will be focused on at a later date.

Beyond this, not much to say. Artist I've mentioned before has their computer back in operation, they need stuff for their tablet before they can get to work. Hopefully in another week or so we'll hear more.

Hopefully you all will enjoy the videos, I would love feedback on what you think of these early concepts.

Power Scaling and the Leveling Experience

I'm actually going to talk how leveling and power scale works, since we have the theme of class design this week.

So, there are three base power tiers. Human, Elemental, Deity. The human tier classes are the starting classes of each of the human main characters, but have little impact or allusion to their future potential as Elementals. As far as the game will be concerned, any skill from the Human tier is incredibly weak against Elementals. This isn't shown in these demos for purely demonstrative purposes (I also haven't gotten that far yet), but this is to make each tier feel new and worth learning. You will still hold onto traits from the previous tier, but they will have limited situational uses as opposed to the increasing raw power of the following tiers.

Elemental Tier and Deity are mid game and end game levels respectively and once you hit those points, expect the human tier skills to diminish in relevance as far as damage goes. You may still hold onto some uses (like inflicting statuses) but don't expect to ignore the new tiers. 

So unlike some big RPGs that go to 90/99, each class has a level cap of 10 in the full game. This means once you hit level 10, you're done progressing. Power leveling won't be that useful as equipment will be more a friend than your level. As far as the length of the game, I don't expect a whole ton of content compared to the juggernaut that is my main project, so I don't think you will find the level 10 restriction, restrictive. If it does happen to be too much to confine the player to, the total probable progression will be 20. I don't see the game being that long anyway, so I doubt we'll see that change.

I like to design my games with a focus on the story flow and less on grinding, so while grinding may become needed, it rarely is a constant requirement. Playing at a steady pace through the story I feel should be a reward of its own.

Any case, that's all for this week, let me know what you think of the new class concepts and how progression will work in Tears of Morganna! I'll have more for you all next week!

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