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!