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A gritty turn-based RPG with a focus on tactics and the management of your guild within a dynamic world.
A gritty turn-based RPG with a focus on tactics and the management of your guild within a dynamic world.
3,835 backers pledged $94,524 to help bring this project to life.

Happy New Year!

Posted by Curious Panda (Creator)
50 likes

Happy New Year to everyone, and we hope you all enjoyed the Holidays :) We're a few days late here with our December wrap-up so we apologize for that, but here it is nevertheless!

This past month Chris has been working on various mechanics that take place during dungeon crawls. First up is our overhauled knockout state for your characters which we've dubbed as the 'Bleedout' mechanic. 

Previously as a placeholder, your characters would get knocked down and their health would go into the negative until a certain threshold was hit, upon which time they would die. Healing them back into the positive would get them back into the action. Now when your character is knocked down in combat, they enter the Bleedout state where they dip into a reserve health pool, which is represented by a series of blocks on their health bar. They receive one for every point of Constitution they have, and this pool is persistent throughout the entire dungeon, carrying over from battle to battle. This means that if a character is knocked down and their reserves are reduced to 6 blocks prior to being revived, the next time they get knocked down their reserve pool would still be at 6 bars instead of the maximum. 

On their turn, a character in the Bleedout state will lose 1 block of reserve health. Attacks committed by enemies will also deplete it further. Healing the downed character at any point will restore them and bring them back into the fight (at the health value they were healed for).

The dynamic dialogue feature has also received some love, adding in various triggers for characters to communicate, such as when they sustain an injury, experience a character's death, or land a critical hit. 

The logic for coming across and interacting with shrines is also being worked on, with various Gods that can grant your party buffs(or debuffs) depending on their nature and how you interacted with the shrine (such as what items you offered, how you answered their query or whether or not you complete a task they charge you with). We'll have more to show for this feature at a later date!

On the art side of things, we've recently hired a talented artist to oversee the final version of the Overworld map which is coming along nicely. Here's a sneak peek of its current state; we're looking forward to sharing the full version with you later on :)

Overworld map by Brullov: twitter.com/brullov_art
Overworld map by Brullov: twitter.com/brullov_art

I've continued to work on enemy designs, some of which will be passed off for animation as we continue to expand our team. Here's two more recent ones: a House Commander and a Coven Familiar. 

Thanks for reading and for all of your support during the past year. We wish you all a terrific 2019, and we'll be back later this month with our January update :)

Comments

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    1. frederic tarabout on

      Thanks curious panda!

    2. will_ssi on

      Thanks for the update y'all! One word regarding the House Commander. You might want to change the color of the central stripe on his.. thing. It looks like a huge dick.

    3. Missing avatar

      Shawn Heatherly on

      The Bleedout mechanic sounds good, and I love the teaser of the map.

    4. Loswaith on

      Thanks for the update :)
      I like the idea of the reserve health pool (could work well for tabletop RPGs too). Would that pool recover on leaving a dungeon or typically via resting (outside the dungeon that is)?

    5. Curious Panda 3-time creator on

      Brullov is the artist, you can find some of his work here: twitter.com/brullov_art :)

    6. frederic tarabout on

      Is the artist you hired cyangmou ? That sure looks like his style.

      Bleed out mechanic sounds great too.

    7. Curious Panda 3-time creator on

      Ya a new font has been on our todo list for a while now. Not necessarily sure it will be a pixel font, but I'd like to pick something gothic. Regardless, that Alagard font looks really nice, might have to try it out. Thanks for the suggestion :)

    8. Zombra on

      Everything I'm reading looks great. Nice to hear about dynamic dialogue and I love the look of the overworld map. The new artist is cool!

      That's the sugar, here's the vinegar - I hope that font with the character names is placeholder. It's too smooth and breaks the pixely art style.

      I'd rather see something like Alagard or Romulus https://opengameart.org/content/pixel-fonts-by-pix3m

      Anyway, tiny quibble, very much looking forward to the next update. ♥