Progress Report: Cambio Nature Trail and Input-Based Abilities
September is over, and it was hectic having to balance video projects and this game. Although, I do feel like I got a lot done as I was able to assemble another dungeon-like area and get 'most' of the story events covered. In addition, I'm confident in what sort of system I want to compliment the battle system.
Cambio Trail Progress
Since the start of September, I had produced one large map (70 x 86 tiles) to act as the main exploration area before having a small map to serve as where the story boss event will happen, and many other small maps to tie directly to the main map. The idea for the trail was that there were caves that lead to parts of the abandoned mine that once existed in this area. Besides progression, there were others that had treasure if you knew what to do.
Once the maps were done and connected, I started scripting out the first two story events. One that introduces Over Limit, and the other to bring in the third party member of the game. As I got to doing the third story event on this map (to introduce Aki and Piper's unique playstyles), I also began to convert what monster assets I already had into Dragon Bones so I had new enemies for you to face in this area. For while two were carried over from the Arena Demo, a few others were added for variety. Some only appear outside, and at least one only inside the caves.
Now, by that point, I started testing the events to make sure they work and even run around the map to test stuff. However, I ran into a problem similar to the main lobby of the ancient ruins. Lag. Now, of course, adding a lot of events on a large map might cause issues, even if the previous one didn't have half as many and was also a lot smaller than this. But it's definitely noticeable here. At least, it only seems to come and go depending on where you are, or if you do something that is akin to an event playing. One thing that definitely happened is that when stepping on an event that would teleport you into the caves or the next forest area, there would be a slight delay before execution. Usually, to prevent a case where using the Sorcerer's Ring while moving may skip events from working, I added another page to the event to automatically activate the event if the player is standing on certain coordinates, but it also uses a plugin command to force activate that page. So instead, to get immediate results, I just have the same warp commands play on that page. If there is a better way to prevent lag like this going forward, I would love to hear it.
Beyond that, I'm currently scripting the second-to-last story event that would play out in this area. That being the story boss event. I may use it to introduce one last mechanic, which relates to the other thing that I've been experimenting with, Input-Based abilities.
Input Functionality
I found that conditions where holding or pressing keys will allow for things to happen. This of course includes the Over Limit system that I had wanted to include for a long time.
Originally, I was going to have it behave similarly to Symphonia's Over Limit mechanic, where it triggers automatically after accumulating enough points. That still happens, but now it only occurs if the "Auto Over Limit" passive skill is equipped. Otherwise, the primary method to activating Over Limit will be to hold the Up and Enter keys just before your character performs their action. Over Limit will activate this way, if they have a full Over Limit bar.
To build up a character's Over Limit bar, they naturally have to attack or be attacked, which will slowly build up with points. Currently, it doesn't matter if it connects or not (though I hope to have that changed to where it's on successful hits). Guarding will also further add to the bar. The bar is divided into four segments (which represent 25 points for variable terms). As long as the number reaches 100 or more, then they can activate it manually or automatically. Each passing turn will drain the bar, but you can attempt to keep it longer with more attacks from both sides. Items that may add to the bar, passive skills that decrease the amount lost per turn, those are things I'm considering for the future.
Other than that, while in the Over Limit state, the character will take half damage from physical and magical attacks. I've also made it so they're immune to Paralysis and Stun effects while in this form, but that may change as well. I do intend to experiment by either having passive skills that add to the form, or provide variations of the Over Limit. For now, I'm starting off basic and building as I get more accustomed to this system.
Next, holding Left and Enter while having one full segment of the OVL bar will allow the character to make use of a special ability they have. For Aki, it's the use of Altered Artes. Originally, they required having a passive skill equipped and using artes tied to it. To simplify it, I decided to instead have her earn new Altered Artes through story or side events and you can trigger them as long as you have enough points to use them. I've also added an indicator to each description that lets you know if the original arte can be turned into something else.
Piper's ability is still her forms, but they now function similarly to Patty's from Vesperia. Again, you need a bar segment to use, but you don't have to waste a turn trying to activate it. I of course plan to include upgrades or passive skills to compliment these forms so there's even more reason to use them. One form increases physical attacks, another for magic, and then the third form that can rarely occur will do both with a possible side effect. This one will require more experimenting.
William will also have his Mimicast ability relegated to the same input commands, so that you can choose when to replicate a magic arte if you see something to your fancy. Learning will still be a thing in this manner.
Beyond that, characters yet to be properly programmed I'll find ways to use this particular input. But otherwise, I'm contemplating of having an arte cancel input with Right and Enter, and a Super Guard ability with Down and Enter. The latter I will definitely have time to consider as I program the current story event.
Other Stuff
Naturally, I've started adding skits as reference material until they can be properly programmed. Some artes have been tweaked, I'm adjusting attacks so that many require going after the first enemy in a rank before being able to hit the back, and I've even added a new altered arte for Aki. Not much else otherwise.
Wrap-Up
At the rate things are going, I'm looking to finish all the Cambio stuff before the year is done. Depending on if and when I receive more art assets, then the next time I update the Prologue Demo will include skits. Also, with more battle sprites I can hopefully include a more complete encounter with Krista during the train sequence. Next year, I would like to have changed the Prologue Demo into more of a Story Demo in general so to give players the opportunity to experience a lot of the gameplay mentioned here, though if nothing else there's always an updated Arena Demo. Thank you for your time and I hope you look forward to what's to come.
Get Tales of Naturia
Tales of Naturia
Harmony with Nature RPG
Status | In development |
Author | Mediahunter1 |
Genre | Role Playing |
Tags | 2D, Furry, RPG Maker, Singleplayer, tales-of |
Languages | English |
More posts
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- Enemy Animation Sprites - Cambio Nature Trail90 days ago
- Map Design: Cambio Nature Trail97 days ago
- Progress Report: Over Limit and Other ChangesJul 28, 2024
- Progress Report: Skit and Map StuffJul 13, 2024
- Feature Mechanic: Skit SystemJun 28, 2024
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