[JRPG] HEGEMONE PASS - Turn-Based RPG x Platformer
Best Of luck with it, love seeing what you post on twitter and super great to be seeing such a great game on haxeflixel by the looks of it. :smile:
Been a while!
Currently, I've been working on a lot of different things, but all towards one goal: to get a trailer/press release done. One good thing is that the Database Editor is useable, and I can create content much easier than before. There are still a few things to iron out, but the game takes the data correctly now.
There are other things I did, but a lot of it is mostly backend. A few things, like field damage counters, are shown in my latest post on the website.
Hopefully, I'm expecting to get the all this done near end November. Hopefully. I also need to decide on a composer, as the trailer will require music.
Long time no see! I've posted a new blog post today! To summarize, the game is now entering content development.
Check out the blog post for more details on the changes, I'm a bit too lazy to copy and paste all the images into imgur...
First of all, I am terribly sorry for not having posted anything formal on the devlog. I had a two month period where I had a lot of real-life work to do, and the rest of the time during this silence was doing a lot of backend, such as bug fixing, and optimization here and there. Most importantly, I've also completed during that time both an attack choreography editor (battle animations) and a cut-scene editor, to speed up their creation.
Amongst the new changes, I've redone how intermissions works: they now act like a mini hub stage! You can talk with your allies here and access all the features of the intermission.
You also get to play as Persephone, not within one of your party members, during Intermission.
A few services in Intermission also got a bit of a rework, such as the Mission Select!
Other things were added, like a stat/buff/debuff viewer during battle.
And a few field gimmicks, like the Gravity Minotaur Beam.
Again, sorry for the silence. The other changes are listed on the blog, but now I'm on track to create the contents of the game.
Yesterday, I wrote a post on the main website about enemy spawners, more specifically, the different iterations it went through. You can check that out here:
To summarize, the game went from a Paper Mario style of spawning enemy encounters, into a more traditional random enemies on the field mechanic, inspired by Tokyo Mirage Sessions #FE. It's the first time I write this kind of article, focusing on the game design and so on, rather than just keeping people up to date. I might try writing other posts in this vein...
The enemy radar was recently introduced to warn players in advance when enemies are going to spawn. Also recently introduced, the Lightshine item! Used on field, it closes all portals and scares away all foes for a few steps, resetting the radar along the way!
(Sorry, the menu UI is still a bit broken after bitmaptext conversions)
I also created button icons for keyboard and joypad buttons, fixing the keybind screen along the way, and making it so that changes are only applied if you select the apply button.
The last change I wanted to point out was that the game now shows when selecting a target if they are weak against the selected attack during battle! It will be very useful for battle where the enemy can switch between multiple leaders carrying team or leader titles that grant resistances or weaknesses.
I do post a lot more often (sometimes minor things) on Twitter, but I just wanted to post a few things that I pushed on twitter lately. If a lot of small minor updates occur on twitter, I'll probably do small compilation posts here from time to time.
Thanks for reading!
Hello! Another post has just been posted to the main blog!
Challenge Battles have been implemented! Find a Challenge Gate, enter it and fight a battle with special conditions to earn special prizes that will be useful for your journey! Losing a challenge does not result in a game over, and can be instantly retried if failed.
There are locked doors and the key system that was in the game as a mission objective has now been changed to act like normal keys! Keys only exist within a mission, and don't take any inventory space.
Lastly, new animation for obtaining a Persephone power.
Wow, it's been a really long time since I last posted on the devlog! I even forgot to post the last update that was in June!
I've introduced the mastery system to titles, and I did a bit of UI changes in battle.
So what's mastery? Basically, it's a sort of EXP for titles. After every battle, your team gains not only EXP, but mastery points as well.
A title has three levels of mastery, with level 1 being a freshly obtained title:
LEVEL 2 Mastery: Improves the buffs/debuffs for the title.
LEVEL 3 Mastery: Immediately restores 1 SP when the owner of this title becomes the current leader.
FULL Mastery: Exclusive technique usable when the owner of the title has it equipped.
When a title is fully mastered, the owner of the title now gets a rank up!
Each party member now has a rank. You improve their rank by mastering titles for each character.
Getting ranks unlocks permanent upgrades for that character, such as...
1 Point of SP Refresh, the amount of SP restored every time the character's turn comes up in battle.
Drop rate increase, etc...
Turn Order Update
Previously, the game was a very traditional turn based rpg, where you could select each party member's moves before the turn began, and every actor on the field would act based on their speed.
Now, it's been changed to something more like Persona, where you only decide their action when it's their turn. It's more useful for the leader switching mechanic, both for the player and the AI, also it let's the AI be more reactive to changing situations with relatively little changes to the AI code.
The New Flower System
This is the subject of yesterday's post on the website.
I wanted to make the flower equipments a bit more interesting, and easier to make content wise. The old system of creating each flower, with each one having unique stats and a technique, was rather tedious.
The new system has several characteristics for each flower:
A Brightness Rating
And a technique
Essentially, there is a synergy system between the three flowers you can equip for each character, and the way they synergize is based on their colour. Synergizing improves the power of the equipped flowers, but their power is based on their brightness. A bright flower has great power, but poorly improves the other flowers, while a dark flower has poor power, but greatly improves the other flowers.
Some good news, and recent news too! I've changed the level editor from OGMO to Tiled, and it is going to make my life much easier making maps! The amount of lag there was in OGMO for any map larger than a house was horrendous! Tiled has it's minor problems, but definately much more usable than OGMO.
The biggest thing I miss from ogmo is the enum variable, absent from tiled, but I just preformat my entities with defined strings as "value1|value2|value3...", and modify the property when I place one in the map.
I'm still working on the game, I just had some personal problems. See you soon!
Beautiful art style. It's simplistic, but not too much to be lazy. ^^
Hey there! It's been a while! A lot of personal real life problems came about during these few months...
Anyway, the main points are describes in the latest post on the website: check here. But down here is a quick summary of the last few changes to the core gameplay. I am actively developing content now.
Newer Timeline System: In battle, your action now comes in when the character reaches the end of the timeline. Your speed determines how fast you zoom across the timeline. Faster characters can sometimes go in front of other characters, and even perform two actions before a slower one can act! Also, since the speed stat can be modified by titles, you can also improve your speed or cripple the speed of your foes.
Additive Titles, Additive Flowers, Small Stat Numbers: It helps improve balancing. Now titles aren't giving % boosts, but rather, + boosts. Since the stats are way smaller, each extra point matters more now than ever.
Faster & Free Hegemone Pass Action: The power to switch leaders in battle has been improved for your team, as you can switch leaders at any time you act, without it wasting the turn! (Animation would need to be improved, btw, to use the old attack version of the HP).
I'm back on track. So far, I have the level design prototypes of about 9 missions (about 1/3rd of the main missions).
Now that the game is more content work, I can't wait to showcase more interesting things. I'm working hard to get the game to have enough usable footage to make a nice announcement trailer. I'll probably need to contract a composer for a single track for the trailer, though...
I've been in the Underworld for another stretch of time... and I have returned with the game's first trailer!
This is also alongside the website's new coat of paint and a press kit!
Finally, there is going to be a small early bird test of the game's first demo, which will feature two missions, just to get some early feedback. You can register for this feedback demo here.
With this "official" announcement done, hopefully I can go back and finish the game in peace!
I've released a demo for the now… STEALTH JRPG, Hegemone Pass! This is version 0.9, RC1, meant for the future Kickstarter set in early May. Yes, it's very soon!
The demo is out on both Windows and Linux!
On that page, there is also a feedback survey, to collect any bugs, crashes, game suggestions, or balance tweaks.
Sorry for not having posted in a really long time! I'll try to be more active in the future. Keep your eyes and ears out for the Kickstarter!