Sunday, March 30, 2014

Title Roll In The Works

Between yesterday and today, the goal was to complete the title roll for Gundrake's Fall. We're close; a few more tweaks and hours of rendering, but then it should be done.

Again, once polished enough for a true test run, I'll record the whole intro and post it here for all to see.

If there is time, more work on the battle engine should commence today as well. This system is trickier then I had originally thought, but it'll be worth it when its done.

Until later,

Sindaine
Bayne Media

Friday, March 28, 2014

Working On Battle Tactics

Hey there,

Currently we are working on the Battle Tactics subclass of Offense skills. Trying to really iron out abilities that we haven't seen in these types of games, abilities that could really be fun to explore but also challenging to mix into a regular turn order.

Like the other abilities, all these have to be able to be leveled up as well, which creates a whole new challenge as well.

Once the list is finalized, I'll post it here with a brief summary of what each skill will do. Feed back will be great at that point! Make sure we're moving in the right direction.

Until later,

Sindaine
Bayne Media

Thursday, March 27, 2014

And so it begins...

Production on Gundrake's Fall has been underway for months now. Gundrake's Fall is a 2-D, old school style RPG, that hopes to bridge some of the gap from that era of gaming to today. Graphically, the main aspects of the game have been completed. Sprites, original tiles etc. Story is always being worked on, but today I started really diving into the class and skill leveling system.

Planned, is a system where you pick one of three (1 of 3) catergories to begin learning skills. These skills consist of many things depending on how you want your party to be made up. Parties will consist of 4 members maximum. The three categories will then be split again by three. Example: If you choose the "Magic" category, then you will also be able to then choose "Black Magic", "White Magic", or "Grey Magic". Each sub-category has it'sown spells/skill that can be learned.

Every special ability you decide to learn and use in the game can be upgraded. Let's say it again. EVERY special ability...so even spells like "Sleep" can be upgraded to have a better hit rate, effectiveness rating, longevity or maybe even extra things to go with it. This is something that we have never seen in an RPG such as this. Usually, people ignore spells or abilities like theis because they simply are not worth the turn to use. We hope to change that.

The basic structure for all the categories has almost been completed on paper. Once completed, the next step is impolimenting it into the engine its'self and making it work. Our system allows the leveling of abilities based in how much you use them. Individual to the character, but learned as a team. You gain Talent Points (TP) as a team with each victory in battle. Some abilities will give you more then others. This pool of TP can then be dipped into for any team member to earn a new ability, even if they aren't active in the party!

Last example. So for the above, say you have two characters fighting, and they earn 25TP during the battle. The player can choose to use all 25TP on 1 ability for any character or break up the TP and use it for individual ability learning for a few characters based on how much TP you need to learn the abilities.

That's it for now. I'll blog again as things change.

Stay tuned!

Sindaine
Bayne Media