Official Update #19. Battle System Revealed!
- Greeting from the team
- A peek at the new Battle System!
- Battleground Art!
- Echoes of Eternea at PAX East: A report!
- The Lore of Echoes of Eternea: The Indar of Spring!
- A new piece of music.
This took a little longer than expected! Apologies for the delay, but the extra time was needed to get things to a place where we were comfortable showing them to our backers. The new engine is exciting, but it is also like learning to ride a bike. We weren’t quite ready to start popping wheelies a few weeks ago. Here we are now, though, with an update well worth the wait! Thanks to our funding, the team is larger and the game is bigger. Production is moving along, and we are all determined to arrive at an end product with the care and polish that you deserve!
A Look At The E.O.E. Battle System
Without further delay, here is what our battle system looks like!
Battlefield placement adds another layer of tactics to combat.
We have spent a considerable amount of time crafting our battle system to make sure that it not only looks well, but plays well. We are still implementing the Active Time Battle System popularized by Chrono Trigger and Final Fantasy 6, but with our own additions to the formula. The player and enemy party are now free to move around the battlefield. This lends itself to a much more tactical battle system.
Characters and enemies now have attacks that target a specific area of the battle field and players will have to keep in mind their placement of characters in relation to the enemy party.
The technique "Frozen Arrow" uses a Row type hit detection.
The distance and width of the Row can be upgraded over time.
We are looking forward to playtesting this in alpha and beta and really fine-tuning the experience!
The Battle Art of Echoes of Eternea
Below are two more battlegrounds in which you will fight. As with our Battle System, a lot of care was put into these hand drawn battle grounds to make them match well with our pixel art characters and enemies. We decided to go with higher resolution hand drawn battlegrounds as that would create a higher level of polish to the game and because they can be produced at a much higher rate than pixel art.
Forest Path battle map (by Michael De Jong)
Treacherous Mountains battle map (by Michael De Jong)
A Report from PAX East
Now we have a word from Damion Pisacane and Rebecca Lewis about their time at PAX and the community’s reception to “Maiden’s Quest”!
Damion collects feedback while Rebecca runs another playtest.
Hello again. It's Damion Pisacane and Rebecca Lewis, back with a Maiden's Quest update. As mentioned in the previous post, we ran a playtest at PAX East on March 23rd. As many of you probably know, any game requires an enormous amount of playtesting in order to ensure that it is well balanced and fun.
We were able to test the game with a number of people over the course of about three hours in the tabletop area at PAX. While the feedback was varied and interesting, there were a few things that every playtester seemed to agree on:
• Everyone was eager to take their next turn.
• The rules were easy to learn.
• The game, although familiar in some aspects, did not feel like anything they had played before.
• The level of difficulty was just right.
Now that the base mechanics are pretty much locked in, we will be adding the finishing touches to the game. These will include things like connecting the components to the world of Echoes of Eternea, creating all of the final challenges and tweaking a few existing elements to further streamline the game. All of the playtesters gave suggestions as to what rewards might be given for each instance of Maiden's Quest in the world of Echoes of Eternea. We have reviewed these carefully, and will be implementing most of the suggestions in the final version of the game.
Thanks again for everyone who came to our playtest and helped us make Maiden's Quest the best game that it can be. We all look forward to seeing Echoes of Eternea in its completed form.
Continuing our look at the Indar, the strange beings associated with the months and seasons of the year, here is a list of the three Indar of Spring.
Spring is a time of great rejoicing, celebrating not just the rebirth of life but also the passing of the cursed months of winter. Earth, Water, and Air of the dominant elements of the cycle. The month of Orroa is considered the luckiest month to get pregnant or be born in. In the Brighton Republic, a great spring festival is held in the capital of Almia. Prior to the destruction of Brule, the City-State Alliance held games as a sign of solidarity for the coming year. Spring enters with hope and ends with pensiveness, as rumors spread of that year’s intrigues, military actions, or pending calamities. Spring is hope for a better tomorrow and the dawning reality that it will probably be otherwise.
Name: Orroa. Power: Earth Magic.
According to the legends of Rivera, Neguan moved the world in relation to the sun and stars so that Rivera could rebalance itself cosmically and gain enough power to be born again in the spring. Orroa, his sister, wields the wheel on the other side of the axis which turns the world back for spring. Her wheel is far daintier (think of a bard holding a small harp). Orroa appears as a woman great with child, a metaphor for her role in helping give birth to spring on Rivera. As befits her importance in the cycle, she is the Indar bound to the Great Eirin of Earth, there to aid the Eternal Maiden.
Name: Euri. Power: Water Magic.
One of the Three Sisters of Harvest, Euri represents the rains that wake up the land and prompt the cycle of life to begin again. She bears a water jug, with which she pours out a boundless supply of water. Euri is bound to the Great Eirin of Water, awaiting the Eternal Maiden at the Water Temple to aid her.
Name: Loratu. Power: Air Magic.
Loratu is a wind spirit which has the appearance of a djinn - his bottom half is a whirlwind of motion, his upper part that of a human. He has a laughing face, exultant with life blossoming in full, carried across the land and sea on the winds which he trails behind him. Many ships have a likeness of Loratu carved into their bows as a good luck charm.
This piece, by E.o.E. composer Aakaash Rao is called "Cave Scene" tentatively. We are keeping the story context under wraps, but we love the music and wanted to share it with you here.
PS: All pictures will be re posted on Facebook in higher quality on 4/8/13.