Terminys Last-Minute Details (Next Demo This Week)

Posted by Castypher on Nov. 2, 2010, 10:19 a.m.

As promised, I should have something playable to show before the end of this week. This blog is just to go over a few of the things I've added lately, which you are welcome to criticize or suggest for.

For those who care, here is the whole changelog since the last demo (excluding the tech demo of course). This includes my notes for future progress, which you may also criticize or suggest for.

CHANGELOG:

V0.12 (in progress)

- Making the HUD look more polished

- Adding a water-themed dungeon, to be located at the edge of Lockwood Lake

- Adding combos for adult Aidan only

- Adding more cutscenes

- Adding more characters

- Adding River's prologue

Currently:

- Dodging

- River's cast animations

- Cutscene after Eira's fight

Title

- Added a new logo and effects

Battle

- Added a pause feature on the battle screen

- Added ethereal flash references in Aidan's fight with Dakota

- Added melee combos for River

HUD

- Added spell icons

Cutscenes and Dialog

- Added profile pictures to make dialog a little more interesting

- Modified the dialog engine's slow text feature so it doesn't pause the game

- Allowed some text effects, such as italics, enlarged text, or shrunken text

- Added first half of River's prologue

- Allowed players to skip cutscenes

V0.10a

Title

- Drastically decreased transition time to naming room

Battle

- Slowed fly travel speed by 25%

- Raised Ether Wave travel speed by 25%

- Increased Ether Wave hitbox by about 25%

- Halved damage dealt by Boss 1's poison cloud

- Raised healing done by Ether Heal by 5% of total health

- Increased fly experience from 3 to 5

- Decreased transition time between the map screen and battle screen

And just for good measure, here's an explosion of a screenshot. I mean…a screenshot of an explosion.

As always, the HUD needs a bit of work (though it's a little shinier now), but besides that, here's what's actually been done.

Melee (Z key) spamming is actually useful now. You can chain together combo attacks to get a little more damage out and hit all enemies within a short range.

However, not many bosses will allow you to spam. Learning boss patterns will tell you when it's safe to get in melee range, and when it's not. The boss fight I've been presenting over the past week or two is a mixed melee/ranged fight.

Finally, I'm adding in-combat dodging. That's pretty self-explanatory.

So if you didn't read anything else, at least hit this last line for me. For starters, how many people are still interested in these demos, how many give a damn about devblogs, and finally, what would you like to see in the next demo, or what should I leave out for speed's sake.

Thanks for your time. I'm tired as hell.

Comments

Ferret 13 years, 11 months ago

Yay spell icons!

Scott_AW 13 years, 11 months ago

That looks like the opposite of an explosion.

Castypher 13 years, 11 months ago

Oh, I forgot to clarify.

It is a reversed black hole. It must be. That's the only explanation. Or, you know, a dark explosion or something.

IT MOVES BEFORE MY EYES LIKE AN EXPLOSION SHOULD.