Character customization, skill mechanics, and search
Thanks for all your support guys, we're all the way up to $1,500! You guys are the best!
I thought now would be a good time to go into more detail about the summons and character customization in the game. As of right now, there's a total of twelve summons planned for the game. Each summon has a base class, and once each reaches a certain level, you'll have a choice of two advanced classes.
The main way you customize characters is by purchasing skills and skill upgrades in town. Each character has a predetermined start growth but you can customize the characters by purchasing passive skills and skill upgrades. Also the class determines what kind of skills you can purchase, so when you choose an advanced class, that determines what kind of mid- and late-game skills you can get. For example, the goblin is focused on disabling enemies, but if I wanted him to be more of a physical damage-dealer, I could buy him strength upgrades that would affect him permanently, or I could buy him equipment that increases his strength for now. The reasoning behind this is that money should be valuable through the
whole game, not just in the beginning, and it shouldn't become useless late-game.
Next, the equipment system: all of the possible equip slots are: head, armor, weapon, off-hand, accessory one, and accessory two.
However, the only character that can equip all slots is the sorcerer. Summons each get three equipment slots, varying summon to summon. For example, the goblin has weapon, armor, and one accessory slot; whereas the imp has a weapon slot and two accessories.
Lastly, let's do a basic rundown of the summons you start with:
Divine Power: gives the party a +2 damage adjustment, and generates 1 energy.
Focus: increases his magic stat, so he can heal more, and generates 1 energy.
Heal: restores HP of a party member, costs 1 energy.
Stealth: gives him a 25% chance to dodge attacks, and a bonus to stealing, generates 1 energy.
Steal: steals an item from an enemy, generates 1 energy.
Trick Attack: attack with slight damage bonus and also dazes the enemy, costs a 1 energy.
Ice Claw: deals ice damage, reduces enemies' fire resistance, generates 1 energy.
Fire Claw: deals fire damage, reduces enemies' ice resistance, generates 1 energy.
Abyssal Frost: deals Ice damage based on how much energy you have stored up, consumes all energy.
Also I recently implemented and pinned down a search function too. Certain rooms, after you defeat all the enemies in the level, will have a contextual search icon appear in the corner.
If you click this option, then you have a chance to find treasure, a room feature, or...
...you have a chance of springing a trap or encountering an enemy.
By implementing the search feature, I'm hoping that it'll spice up dungeon exploration and make every play session different.
By the way, today's my birthday. So I'm counting all pledges today as birthday presents! Thanks everybody!
Hope you guys enjoyed the new info and screenshots, and see you next update! Thanks for your support and have a nice Jesse birthday and maybe say hi to your dad.