- New Update! Abilities descriptions fixed, random encounters are back, etc. - 5 May 2019
In this update : - Abilities (previously named "Spells") have their description texts updated to be more descriptive, precise and I corrected the inaccuracies and missing parts. - Random encounters, that I've decided to remove because they were very buggy, have been put back, corrected and improved a lot. These will make the game a bit less difficult and you will be able to grind if you ever fall behind on levels or money. Random encounters pay less than normal ones, though. - I've put back xp adjustment for difficulty of encounters because of the previous point. When you fight very hard enemies, xp will be increased and decreased if encounters are below your party level. - A cavern at the end of the game was covered with grass, and has been corrected. - I realized that the game cannot be described as an "Action" tactical RPG. I thought that being real-time and that the speed of the gam…
- Small update - 23 April 2019
A small update that corrects these things : - Improve the interface displaying party characters at the start of the game and in party creation. Cleaner, better looking, more complete. - Lightning Strike now more powerful and stuns enemies. - More intense lighting when outside. - Changed the name from "Spells" to "Abilities" in the whole game. Makes more sense for special attacks and things like that. - Some other minor improvements.
- New update - 16 April 2019
In this update : - Dead party members gain XP for combats even if they are dead. Changed this because you could lose a lot of xp if you played at high difficulty levels, where losing party members in combat is frequent, which means lower levels at the end of the game, making it even harder. - Solved the bug where terrain textures here scaled wrong when the player exits caves. - Interior maps are less dark. - You can now choose the combat rank (front, middle, rear) of your characters in party creation. - Repaired the bug with skill "Powerful shots" where it was extremely powerful... - The bug that a player reported in the previous update (black screen) has been checked and the problem is a rare conflict between unity, steam and the devices configuration specific to his computer. - Some other small things. - New website, new trailer, new screenshots...
- Almost Final Update - 14 January 2019
The game is coming very, very close to the end. The next one could very well be the final update. The game could be published in this state, but there are still things that would benefit from some work. So, here is what's new in this update : - Much improved dungeon styles, and created much better particle effects for traps. What was there before was mostly placeholder, now it's the real thing. - Improved the interface style. - Spell's EP costs and reset timer for hits and shots are now adjusted by weapon attack time. Hitting with a dagger costs 3 EP less but 2 more with a battleaxe. Same adjustments for timers. - Hit, shot and projectile spells now reset the timer for every other spells of these types. This prevent spamming the enemy with attacks, which can be overpowered... and a brainless way to win fights. Don't want of that in my game. - Reduced the strengths of all armors, which r…
- New Update! - 29 October 2018
Hi everyone, In this update, I've corrected some problems that were there with the new spell system. I've made a lot of testing and tested most spells thoroughly. I've remade the last part of the game to remove unnecessary/less fun parts, and concentrated the fun and special parts. I've changed the XP curve to reduce the levels of characters a bit at the end of the game. I've remade the environments textures and now everything outside looks and feels better than before. And a lot of random small things. I'm very happy with these recent changes and I want to finish the game as fast as I can. The game is as good as I want it to be. I just need to be sure that everything works correctly, and maybe make some little changes/improvements.
- Update with HP bars on characters and target arrows - 27 September 2018
In this update, I've finished what I told I was working on in the previous update. - In combat, you can now see HP bars (which also show injuries) over the head of characters and enemies, but only when you press Alt. I've tried letting these bars all the time but it was annoying and getting in the way of mostly all other combat information. These bars also appear and stay over the head of party characters that have 3 injuries or under 60% HP, so it's easy to see when you need to heal them. - There is also an arrow that shows you which is the target of every character/enemy. These are hidden at all time but shown in these cases : when a character/enemy chooses a new target (by player intervention or by AI), it shows his arrow for half a second. When you point your cursor on a character/enemy, it shows the arrow to his target. - Floating texts (ex: damage numbers) are now scaled for dista…
- New Update - 16 September 2018
Hi everyone, I've taken some much needed vacations this summer and I'm back to working on the game. In this new update, here's what I've done : - 15 new weapon and armor special/magical powers. - The icon of all weapons, armors and rings now have a small number indicating its level, or shows the number of items in each stack of that item (like potions). This makes it a lot easier to browse a merchant's inventory or yours. - A button to reorganize the inventory. This regroups items and potions in stacks at the top of inventory, and then place equipment in order of value. It also automatically organize inventory for merchants and loot, which makes them way cleaner. - Repaired the bug where after playing the tutorial and party creation, the game restarted when you started a new game. - Repaired the bugs with resizing the main game interface (character portraits with spells and weapons). -…
- Finished! - 8 July 2018
The base game is finished! And I've beat the game in 23 hours. Every part of the game is complete, and it's playable from the beginning to the end, almost bug free. I will still improve things until I feel the game is completely to my taste. Here is what has been improved in this update : - A lot of spell bugs were corrected, and spell and effects were balanced. Some spells were removed because they were too complicated to balance, and didn't add anything really good to the game (all spells affecting luck). I must admit, the spell update made a mess of the game and I published the update too fast with not enough testing. I generally take more time to correct almost everything before publishing but this time I didn't. Lesson learned. - Divided spells into tiers. The more you advance in the game, the more you have access to new spells. Most of the new recent spells were not appropriate fo…
- Bug repairs and mostly finished the base game. - 27 June 2018
Hi everyone, The few very recent updates are solving problems that appeared with the new spells update (spells that didn't work correctly, particles that didn't show, etc.) and bugs that came from a conflict with the tutorial when creating a new party and starting a new game. It also solve a bug that I seriously don't understand how the H*** it got there and it ruins the game if you played since the last big update. When you got in the first village after the first map traveling in the wild, instead of entering the village, you were sent into a cavern at the end of the game. I've placed a shortcut to send you back to the start of the game if it happened to you (alt-shift-r). Very sorry for that. Also, I've completed the game, what remains is testing the last 6 hours and making the last fight better/more unique. I will not call it complete until this is done. And thoroughly testing all n…
- 38 new Spells, with 21 new Effects in Update - 14 June 2018
In this update, I improved the spell and effects system, and added 38 new spells which mostly use 21 spell effects. Here is the list of new spells by category: Warrior : Battlecry, Break Armor, Dispel Burst, Guard, Provoking Shout, Raidant Aura. Fighter : Battle Vigor, Defensive Stance, Draining Aura, Draining Hits, Ignore Pain, Offensive Stance, Rage. Rogue : Assassinate, Black Curse, Bleeding Strike, Charm, Confusion Powder, Deadly Aim, Luck, Run, Smoke Cloud, Sneak. Archer : Alertness, Bleeding Shot, Breaking Shot, Slow. White Mage : Dispel, Energize Group, Group Power, Mass Dispel, Resist Magic, Summon Guardian, Toughen Group. Black Mage : Confuse, Curse, Mass Confusion, Pain. These new spells are quite good to adapt to specific situations. They are mostly complementary to those that already exist in the game, and offer a lot more choices to broaden the party's abilities. A thing I…
- Update - 23 April 2018
So here is the update that took a while to make. I could not update sooner because the game was a mess, due to the deep changes I made in the base program. This update is a little hasty, because I said I would publish it within the week, but very close to complete. There are things that are still a bit buggy that I will correct very soon. So here's what's been improved : - Enemies now act as part of groups, instead of acting as individuals. They take decisions based on their group, and will join fights that their group take part of. They also revive their fallen allies after combat if the whole group was not eliminated. This changes some parts of gameplay where you could just defeat 2 or 3 enemies, retreat and come back and have an easy fight, or where you could pull some enemies at a time and defeat them. Now this tactic will not work, if one enemy sees you, they alert their whole grou…
- Overworld map finished, more dungeons are ready, story completely created. - 17 December 2017
The world map is finished, with all environments and enemies placed. The story is complete, everything is decided for the whole game. What remains is integrating some of these it in the game, mostly dungeons and caverns. And cleaning the mess I do when I work on the game. I post this to give news on the game, but it is not ready to play, unfortunately. I really cannot publish an update right now, because the game is kind of a mess. And after these, I need to make balance tests. One of the biggest problems with this game is that it is so long to make tests... every run of the game takes 15-20 hours. Each change I do takes a while to test, so I only do these test after many changes and a lot of work. The current, unpublished messy version of the game I have, has a bit too low XP, and way too much money. Like, you can buy everything you want really fast in the game. I really want to make m…
- Overworld map finished, more dungeons are ready, story completely created. - 17 December 2017
The world map is finished, with all environments and enemies placed. The story is complete, everything is decided for the whole game. What remains is integrating some of these it in the game, mostly dungeons and caverns. And cleaning the mess I do when I work on the game. I post this to give news on the game, but it is not ready to play, unfortunately. I really cannot publish an update right now, because the game is kind of a mess. And after these, I need to make balance tests. One of the biggest problems with this game is that it is so long to make tests... every run of the game takes 15-20 hours. Each change I do takes a while to test, so I only do these test after many changes and a lot of work. The current, unpublished messy version of the game I have, has a bit too low XP, and way too much money. Like, you can buy everything you want really fast in the game. I really want to make m…
- What's next... - 6 October 2017
Hi everyone, The next things that will most probably get in the game are things that will improve the contents, gameplay and fun in the first 14 hours of the game. All of these will be inserted to replace parts of the beginning of the game. It might mean that players already into the game would be better off restarting... but the new contents will make it worthwhile. I played the whole game like... 30 times, probably more? And I'm not even tired... ok maybe a little. :P But it's highly replayable, in my opinion. Just try a new group... 1) I will add a bit of fun and diversity to combats by placing powerful named, unique enemy characters/bosses. These will talk when entering battle, to challenge, insult or taunt the party characters, and for some of them, when they die. Later in development process, they will probably have voice added... like most of the main dialogs in the game. I aim f…
- What's next... - 6 October 2017
Hi everyone, The next things that will most probably get in the game are things that will improve the contents, gameplay and fun in the first 14 hours of the game. All of these will be inserted to replace parts of the beginning of the game. It might mean that players already into the game would be better off restarting... but the new contents will make it worthwhile. I played the whole game like... 30 times, probably more? And I'm not even tired... ok maybe a little. :P But it's highly replayable, in my opinion. Just try a new group... 1) I will add a bit of fun and diversity to combats by placing powerful named, unique enemy characters/bosses. These will talk when entering battle, to challenge, insult or taunt the party characters, and for some of them, when they die. Later in development process, they will probably have voice added... like most of the main dialogs in the game. I aim f…
- New face styles from a recent update (video) - 27 September 2017
Just a small post to show the new face styles that come from the new update. These are all random styles (clicked on "randomize" many times and made a video of the faces it made). https://www.youtube.com/watch?v=NngqluwXm00
- New face styles from a recent update (video) - 27 September 2017
Just a small post to show the new face styles that come from the new update. These are all random styles (clicked on "randomize" many times and made a video of the faces it made). https://www.youtube.com/watch?v=NngqluwXm00
- What I'm currently working on... (environment graphics) - 24 September 2017
I want to take the habit of making public what I'm doing a lot more, it's a weakness I have to be quite private on my work, so here it goes. I'll try to do it regularly. These last days, I've improved the way the natural environments look. I've realized that for terrain ground, it's way better to have 1 huge texture (2048x2048 or 4096x4096) with a lot of variations inside it, than many textures that you mix in the game engine, for a lot of reasons... simplicity being the main one. Simplicity in everything is very important, and it's something I realise more and more. The more complex things are, the longer it takes to modify or improve them, and that can be exponential. And it just looks much better with very little effort. With that, I also want to make more variations in environments. I will make 5 (maybe more) different outdoor "styles" for the game. I use a generator I programmed to…
- What I'm currently working on... (environment graphics) - 24 September 2017
I want to take the habit of making public what I'm doing a lot more, it's a weakness I have to be quite private on my work, so here it goes. I'll try to do it regularly. These last days, I've improved the way the natural environments look. I've realized that for terrain ground, it's way better to have 1 huge texture (2048x2048 or 4096x4096) with a lot of variations inside it, than many textures that you mix in the game engine, for a lot of reasons... simplicity being the main one. Simplicity in everything is very important, and it's something I realise more and more. The more complex things are, the longer it takes to modify or improve them, and that can be exponential. And it just looks much better with very little effort. With that, I also want to make more variations in environments. I will make 5 (maybe more) different outdoor "styles" for the game. I use a generator I programmed to…
- Update with more character customization and major bug repaired - 22 September 2017
Hi everyone, This update has 2 important things improved/corrected. First, I have added a lot of customization options for party characters : you can now change eyes by combining eyes and eyebrows textures, you can combine 2 hair styles (front and back hair), and you can change eye colors. I am working on adding more options and making them look better. This is just the beginning of character customization. Also, I corrected a major bug with the tutorial, where every time you close the game you had to redo the tutorial again. If you still experience this problem, just press ctrl-alt-4 in the start menu. This update took more time than it should have, sorry about that. I need to explain why it took so much time... in fact, I'll explain why the game is advancing at a slower pace than it should. First, if you don't already know, I'm alone in this project. It is also the first game project…