Hey everyone, time for the monthly update.
There isn't a whole lot of new art to show off again, but there's a lot of updates for the core mechanics which are pretty much done! Today I'll be talking about what mechanics were added and changed this month and explain more on how combat should play out.
Before that I want to mention that there is a public discord channel available for the game that you can join now:
https://discord.gg/TgdZcyYWhat's been done:This month all the core mechanics of the game have been brought into a beta state. The systems are all mostly functional, the player character just needs their moveset animated and fleshed out. In terms of mechanics actually added, all the basic defensive moves have been added, the platforming abilities are implemented mostly without any bugs, work has been done getting the user interface built, the main characters primary combo has been (finally) reanimated, and some code has been cleaned up.
Combos and Defense:
So this is the point where the game starts to become more distinct from other action titles. Already poise presents some challenges in that you have to do more than find openings in an enemy's attacks to stun them, but as an even further separation from the norm combos aren't quite the same as you might be used to in other games.
Pay attention to the gauge at the top left!
That is your combo gauge. A handy tool to help you experiment and see what does/doesn't break your combos. This gauge tells your your place in a combo visually, which is important because what attack you perform depends on the action button you press, the direction held while doing so, and where the combo gauge is currently at. The simplest example being that hitting the light attack button 3 times in a row produces different results every time. Paying attention to what moves cut off your combo early and which don't is going to be important for optimal play. For instance, the quick and more difficult to use back flip will allow you to maintain your combo progress, but the safer and longer lasting dash will not.
While this might seem pretty tame, spells and special attacks also progress your combo forward. You will obtain both different special attacks to round out your moveset, and many different spells that you can choose to equip. These are important to memorize because the maximum amount of hits you can bring your combo to is 5, with 5th combo hits being extremely powerful finishers focused on different strengths and weaknesses. The important thing to know here is that
basic attacks only progress your combo up to 3. Meaning if you want to reach those 5th hit finishers you have to figure out how you wanna bridge the gap between the 3rd and 5th hits in a combo with spells and special attacks. Choosing whether to use an attack for it's utility, or damage, or to gain meter for special attacks, or just to progress your combo further are all things to be considered mid fight.
Knowing that, your defensive tools are important not just for staying aggressive mid combat against enemy attacks, but also trying to maintain your combo.
Back flips and Dashes:The simplest of the defense options, these both move the player a set distance and provide iframes. The back flip allows you to maintain your combo, while the dash does not, but that doesn't mean you can just spam back flip against every attack. Both moves have a small amount of ending lag, making their usage against multi hit attacks less viable. In those situations it may be better to block.
Blocking:Blocking locks you in place temporarily and doesn't keep you safe during its few startup frames, but it's a very effective tool against physical damage. Blocking singular hits will break your combo, but blocking multiple hits will allow you to perform a counter attack that will actually progress your combo further! Beware that trying to block guard break attacks will instantly stun you, which tend to be singular big attacks, back flipping is definitely more suited to dealing with those. Of course these only work against physical damage, for magical damage the magic barrier will work just fine.
Magic Barrier:A somewhat familiar looking tool, the magic barrier will protect you against magic attacks, with a bit of a twist. This move is always available, but has a mana cost. When you run out of mana you can't use abilities until your mana bar has recharged, but the magic barrier not only protects you from magic damage, but allows you to potentially gain mana back or restore your bar more quickly. magic damage that you protect yourself from is stored in the barrier, and you can choose to let that magic damage be converted into mana once the barrier goes down, or use it to counter attack with a magical explosion. Both effects increase the more damage is absorbed, meaning trying to guard big scary magical attacks is very rewarding.
Mobility and Platforming:This month the last of the mobility tools were finally reimplemented, meaning you can slide around and jump off of walls again.
These abilities themselves won't all be available form the beginning of the game, but will be acquired soon enough after you've had time to play and adjust to the core movement. There is ledge climbing, dashing, sliding, and airstepping.
Ledge climbing: This is kind of self explanatory, it'll be available at the beginning of the game (because earning the ledge grab ability is always lame). What is note worthy is that you can choose to skip the ledge climb animation by simply jumping while holding onto a ledge to reach the area you're trying to reach, but you will miss out on the iframes provided by the animation, so choose carefully when the situation calls for it.
Dashing: While its usage mid combat is limited (at least without accessories equipped) the dash is an excellent mobility tool, helping you cross gaps and make big horizontal movements at the top of your jump arc.
Sliding: Performing a dive attack in the air (down + jump) will send you to the ground faster, landing on a slope allows you to slide down that slope. Sliding is an important tool for navigating the environment quickly, and jumping mid slide can produce different results depending on the terrain and your inputs.
Air Stepping: The game's replacement for double jumping, air stepping allows you to perform a second jump in the air by utilizing walls and the tops of enemy heads! While you can only jump off of a wall once before hitting the ground, bouncing off of an enemy head will reset this, meaning you can use aerial enemies to get really high up. Beware though that certain enemies might not care to be stepped on unless you've made sure to stun them first...
Music:This month I have another song sample available from Alex, the theme that will play in the demo's dungeon! This part of the world wasn't always separated into floating chunks of land, and some areas were completely abandoned after the separation due to inconvenience, cultural shifts, and the appearance of strange creatures. The old mountain monastery is one of these places, being covered in constant rain showers, maybe some items of value were left behind?
Once again, you can find the musician here:
https://soundcloud.com/pluswplusGoals for this month:With the main mechanics of the game in a mostly functional state, the game could use some competent enemies to fight. So alongside drafting the content for the game's first demo, I'll be dedicating this month to developing enemy AI and fleshing out the player's move set a bit more to more accurately simulate real combat. Expect the yellow knight to show up more this month as they are used to test out enemy AI. Also coming this month are some visual concepts for the dungeon in which the demo will take place.
Questions:Q: Is the game best optimized for controller or keyboard?
A: I test for both input types back and forth, so both will be functional, you'll also be able to change your inputs to suit your needs.
Q: Is there a character that you're particularly excited to design, besides what's already introduced?
A: You know I feel sad I can't talk more about Vernal as it is, but some of the other main characters are really exciting me. I'm not rushing to introduce them in the first 10 minutes of the game so I don't know how much I should be saying about them right now, but Alstroemeria is gonna be fun once you get to meet her.
Q: How was the sword designed? IS there any significance behind its shape?
A: The sword is something the main character has inherited, as for it's design, rings are the primary shape used in this world for channeling magical energy, Sort of like a spout. The ring on the sword is what allows you to gain meter when attacking enemies and perform special attacks in the first place. The output of a spell is not only determined by the intentions of the caster, but the material and exact shape of the tool as well, making this sword a unique item in what it can do.
That's it for this month, It's been real exciting to see things come together. As always feel free to ask any questions you may have and don't forget about the public Discord group that has opened up for the project!
https://discord.gg/TgdZcyY