Devlog # 12


Surprise, it’s a devlog! I told you I am not dead. Wait am I? Let me check. No, just the sensation of working in retail for a living.

So I have been tinkering with different things this week and I have started the basic framework of the improved combat system.

Each character and class has different paradigms they can use, giving them different perks. The human classes only have one possible paradigm and as such have less abilities than later classes. For example, the Agent falls under the Gunslinger paradigm and recovers TP from things like getting a kill, or landing a crit. They also recover TP over time (slowly). To counterbalance their extreme use of TP, Gunslingers get 100 TP at battle end and on start. MP is exclusively used for replenishing TP (Reload Skill), and has few other uses.

I'm still theorycrafting specifics, but I plan to have more information as I iron things out and bang sticks together at a later date.

I've been working on some sprites and what not for the game as well, so I'll share some of the things I've made.

So I've remade how I do side view battlers for the actors, and I'm testing it out on Wina. I've gotten only a handful of animations in and you can see the end result later in a video I'll attach to this article.

Here is the Devastator: Typhon Model, a robotic boss that will feature in the new intro sequence. If the model will be added as part of the new demo version remains to be seen as I'd rather animate it than leave it static.

This is the Devastator: Empusa Model, another robotic boss concept, it is related to the Typhon but substantially stronger.

And finally here is the video that shows the Wina sprite in action, it's still pretty rough and subject to change, but I wanted to show you guys some tangible progress.

Unfortunately that's all I got, but I am in fact back in action, I hope to see you all later with some updates!

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