GOS 1.3
Back again, a day late! So, fair warning, I will most likely be a day late next time as well; reason being that I'd rather drop on Friday, the end of the week, as opposed to Tuesday-Thursday, so heads up there. Yes yes, I know, you can hear all the fans wail in disappointment at this news. (The fans are there, they just haven't downloaded yet).
TikTok is a marketing machine, so I'll definitely be taking my talents over there sooner rather than later, and by soon, I mean a little later. I'm doing EVERYTHING over here, it's exhausting sometimes, for sure. So, on top of making a game, I'm going to have to market and promote and video edit. Yay. Anyways, thanks for listening to the sob story, some would call it unprofessional, but I call it, building a connection :). By having a conversation with myself..
ON WITH THE UPDATES!
I wanted to accomplish a lot with Build 1.3, and I'm happy to say, I definitely did, while also still leaving room for further improvement. Hey, its only been two weeks.
- Added (2)! New characters. Remember, each character comes equipped with their own unique passive effect!
Stylist (6) -Deals Damage every time you clang with the enemy. His clangs also stack twice as fast, and cannot be interrupted with blocks!
Stylist(7)-Spawns a "Meat" ally every couple of rounds. If you SW/BB, you will eat one, recovering health, and permanently gaining damage and armor each time!
-New Recipe and Spellbook shop systems.
For now, all spells are still unlocked at the start, so the Spellbook Shop System is just for show, but the Recipe shop is fully accessible. You can now buy Recipes from a shop in the town!
-Reworked/tweaked the map, "Route Williams". There were some areas where falling down meant you couldn't get back up. That should be fixed.
Additionally, the Floatmingos have been tweaked to stop jittering uncontrollably and be more responsive to player contact.
-Returning back to the town has been fixed. In the previous build, dying could cause the game to crash.
-Improved the overall look of the game.(Filters!)
-Revamped the background and map for the battle system to a tilemap setup. This is much better because it not only looks better, but also allows particle effect spells to easily interact with terrain, making battle feel more lively and, well.. cool.
-Revamped the Junk Dump for selling items. I didn't like the method I have previously, and make UI to keep it more in line with all the other menus in the game. Now, like other menus, simply walk up to the Junk Dump(Selling, not Storage), press Z, and drag and drop all the items you don't want. Those items will be recorded in a list to be referred to later when you decide to cash in on all the items you have banked. Previously, you needed to open the inventory, then drag and drop it from the inventory directly into the JunkDump's mouth. I thought it would be cool, but it was very unresponsive. I just realized that if you haven't played the game, you probably have no idea what the hell I'm talking about. Teehee
-Added 5(I think) quests! 1 Main quest and 4 Side quests. More quests soon!
-Reworked/revamped logic for the Battle System. Previously, if a player casted a Rock Block Break spell, they would gain a bonus if the opponent casted a Scissor Spell (And Vise Versa). This is wrong, and was not the way I intended for it to be. The player should only gain a bonus if the opponent attempted to Block. Despite Rock beating scissors, if the spell has a Block Break win condition, and NOT a Style Win win condition, they will not gain a bonus. To gain a bonus in this scenario, the player would have needed to either cast a Rock Spell with a 'SW' attached, or the opponent would have needed to block. For this reason, I needed to do a pass on essentially every spell in the game so far. (Hopefully I didn't miss one :p).
Any who, the system is now updated and working as intended, but this chewed into a bit of my two week plan I had going for myself. Sorry me.
-Added 3 New Spells. One for each category.
-Added some homes to the town :).
-Tweaked some dialog. I'll be doing this every time so I probably won't mention it much anymore. Did I mention I'm doing the entire story haha.
-Added some cinematic zooms. Will definitely be tweaked more and more as time goes on, so apologies if it's a little annoying for now.
-Tweaked values for some items including:
-Fixed an issue where the player could not unlock recipes or spells while in town.
-Speaking of unlocking recipes, players, must now consume the recipe to unlock it. (Previously, the recipe would auto-unlock).
-Those blue balls of energy? Fixed those as well. Before they were causing issues closing and would remain on the screen.
-Fixed the effects of various spells and passives. These include:
Welsie and her bubbles
Power Punch
Venom Blade
Sharpen
-Other small fixes I can't remember for now.
Sooooo, what's next?
Well, there is a chunk of UI I want to complete; there's a few idle elements I think would be very nice additions to the game. So I'll go ahead and talk about what each will bring to the game.
-Lore UI. Collect lore pages around each map and turn them in to Loren, who will give you rewards based on the amount turned in. This will be great for two reasons.
1- Expanding the lore throughout the game, drip feeding players with bits of the history of this planet through funny little notes.
2- Reward players for exploring by giving them Lost Pages, Magi Gems and Solcs!
-Relic Maker. The towns Relic Maker will request you bring in an assortment of items and in return, will build you a relic. Relics are held passively in battle. Essentially, they offer a bit more 'deckbuilding', by giving players and their characters an additional passive of their choice.
-Potion Maker. Interestingly, the only thing separating a high level enemy and a low level one, is their health, and the damage they do. After a while however, enemies will start to do damage above the players base health. This is where potions come in. Potions will provide players with temporary boosts that'll match the might of the stronger enemies awaiting them.
-Distillery. The last of the bunch for now is the distillery. The distillery would help players passively earn ingredients to help cook for higher tier food recipes.
Apart from this. PVP will eventually come back. Still unsure how I'm going to go about this, right now, only 20 people at a time can play on my server. I expect by the time PVP will be ready, hopefully more than 20 will want to try it out!
And of course, more maps, spells, quests and enemies.
Apart from that, I will be updating the Bio for this game here on itch. Since I haven't had the time to make a screen for showing all of the hot keys or the game rules, I'll post them here. Otherwise just click random buttons and win, that works sometimes too!
Thanks for reading guys. See you in 2! (And a day)
Files
Get Project GOS
Project GOS
Let's See Some Style!!!
Status | In development |
Author | KarateKamiOW |
Genre | Adventure, Platformer, Puzzle, Role Playing |
Tags | 2D, Fantasy, Narrative, Pixel Art, Story Rich, Turn-based, Unity |
Languages | English |
More posts
- Pre Notes for 2.0Sep 10, 2022
- 1.9Jul 09, 2022
- 1.8Jun 25, 2022
- 1.7Jun 14, 2022
- Build 1.6May 30, 2022
- GOS 1.5May 14, 2022
- Build 1.4May 01, 2022
- Project GOSApr 14, 2022
- GOS 1.2Apr 14, 2022
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