Log 17
Curios and... Curios-er?
I've been doing a lot of work lately designing curios to be used in battle. Though this game is a story-driven RPG, I wanted it to have replay value of some sort. A lot of that will come from them variety of items and curios you can find, enabling a variety of different character builds. Giving players the option to alternate between leveling 2 of their six stats per individual character level also helps in that regard.
I'm trying to ensure the effects for all the game's curios allow for true flexibility when allocating stat points. If you want to keep your character at base 10 HP for the game's duration, you should be able to through creative item/technique use and curio management. Similarly, having 5 base DP won't prevent you from using techniques that cost more than that if you'd rather level DR and something else. Though primarily used for defense, TP can provide some offensive capability if you want to max it out.
I'm gonna dump the game's curios below, which will surely be tweaked over time once I start implementing them to discover how broken/balanced they are. Also, in case you don't want to read through the devlog to know what the aforementioned stats mean, I've got you covered.
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Character Stats:HP - health points for your character; if it runs out, they're unable to perform any actions in battle. If both allies on the battlefield run out of HP, you lose.
DP - drive points for your character; lets them perform characters-specific techniques.
DR - drive rate for your character; when blocking or performing basic attacks, generates DP for your character based on its level.
IP - item points for your character; lets you use or enhance (i.e. unlock an item's secondary effect) items. This stat regenerates at a constant rate of 1 per turn in battle (which I may increase by 1 each time an item is used in succession, I'm still debating the merits of this from a late-game/scalability standpoint for the stat.)
TP - tactics points for your character; lets you reduce additional damage while blocking, switch partners out of battle at no turn cost (a.k.a quick swap), and move on the battlefield at no turn cost. This stat is set to its max value at the beginning of each battle and normally does not regenerate.
CP - curio points for your character; for each CP you have, you can hold an additional curio in your curio inventory (this stat maxes out at 10.) Curios have a wide variety of effects depending on your battle status and operate on a 'cooldown' system, where they can be used without costing a turn but can't be activated again for a set number of turns afterward. Unlike items, curios are not (normally) consumed on use.
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Planned Curios:These are divided into groups according to what stat they are primarily useful for. I'm hoping to make 100 total, with about 75 total items (each with unique use/enhance effects) to compliment them.
I don't have names for the majority of these, but I'm sure they'll be something punny like the two named ones that are currently in game. The first demo I plan to release for the game - which will feature it's prologue + entire first chapter - should have anywhere from 8-10 fully functional curios.
Since the descriptions for these were too long to fit in a post, I included them in a separate, downloadable text file below:
Planned Curios - Descriptions---
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Status Effects:To give some context to what some of the above curios do, here's a list of the fifteen status effects that will be in the game. These can be applied to both allies and enemies (including bosses):
Harmful:Burned: take x damage minus 1 per turn for the effect’s duration; initial damage is equal to the total duration (ex: 3 turn duration - 3
damage, 2 damage, 1 damage).
Crippled: receive x damage per spaces moved on the battlefield for the effect’s duration; damage is dealt immediately after moving (ex: move 1 space, take 1 damage).
Blighted: take 1 damage per turn; can be reapplied to the target, resetting the effect’s duration and increasing its damage by one.
Chilled: take 1 x turns damage for each turn spent on the same battlefield space for the effect’s duration (ex: 1rst turn - 1 damage, 2nd turn -
2 damage, 3rd turn - 4 damage, 4th turn 8 damage, etc.)
Nausea: stat restoration items give 0 and IP gain set to 0 for the effect’s duration.
Despair: lose 2 DP per turn and DR gain set to 1 for the effect’s duration; 25% chance of forfeiting turn.
Panic: 50% chance of forfeiting turn and doing 1-3 damage to self
Shackled: unable to switch partners or move on the battlefield for the effect’s duration.
Stupidity: unable to use techniques above level 1, enhance items, or spend TP on tactics for the effect’s duration
Beneficial:Rejuvenation: gain x HP per the effect’s duration
Protected: cannot take damage from enemy basic attacks and techniques for the effect’s duration
Barrier: damage from any incoming source is ignored and the effect’s duration is reduced by 1 turn
Evasive: 25% chance to avoid damage from all sources except status effects
Pumped: automatically moves to a random battlefield space at the beginning of each turn and gain 1 DP per space moved
Empowered: basic attacks have a 50% chance of doing triple damage for the effect’s duration
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Phew, that's a lot of text.
In case you hate reading yet somehow got this far, here's something visual that will tie into the next devlog:
All the best!
Next time, on Game Over Odyssey:
Log 18
I'll Put a Cool, Punny Title here Retroactively