Plans for Feb to March 1st
a year ago
I'm going to rework a few things under the hood. Specifically I want to transition towards support for custom charry sprites. I appreciate folks that were able to send their support, I'm at the threshold where I'm confident in pursuing a custom character sprite set since it'd cost a chunk of change. But I think it can happen within a month or two if I really get into the weeds of it. We have a few artists that are interested in fulfilling the idea but it'll need some concepts/follow through for a bit.
I am seeing that people are really interested in the merging kinda mechanics/direction and as I said earlier, it was always definitely a goal but it took me a bit to work out the mechanics/concept and test it (A LOT). Nobody's really done this sort of in-battle sorta merging mechanic before so it was hard not having a guideline/source to draw the mechanics from. I've tested it for hours but of course there's still a few janky edge-cases that crop up; those will be fixed and I have a lot of concepts in mind for different merge types/mechanics, fret not!
The nature of the changes I'm going to try to implement will be kind of 'invisible' / QoL but here's my goals:
Sprite animation modules - Add 'tags' to each ability basically so the game automatically plays the right animation based on the tag associated with the ability, rather than having to specify what animation each ability ever uses. Very feasible/realistic
^ This would also let me create a more advanced AI system later
Enemy prompt/command/action rework - You know how you have to click through each enemy's attack? I might be able to add a setting to just 'autoclick' for you. It's theoretically possible but it makes me a bit nervous since I don't wanna promise overly much, but I might be able to pull it off without having to make a duplicate AI module for each enemy basically. Maybe not this update but it's in consideration
Paper doll custom sprite - My earlier tests worked and were stable. So I'm thinking I can allow customization of a character as a 'paper doll' style thingy, split up into limbs/appendages. IF this is possible then I might be able to alter sprites with transformations on the fly or other weird stuff. TFs in that style might be too much work for each possibility so I think I'd rather just have distinct half-tf sprites or whatever, but paper doll method would allow the max charry customization if it works. Will see what I can do
I also just wanna spend some time writing up endings and content and whatnot. Consolidate what's already there and all.
Thanks!
I am seeing that people are really interested in the merging kinda mechanics/direction and as I said earlier, it was always definitely a goal but it took me a bit to work out the mechanics/concept and test it (A LOT). Nobody's really done this sort of in-battle sorta merging mechanic before so it was hard not having a guideline/source to draw the mechanics from. I've tested it for hours but of course there's still a few janky edge-cases that crop up; those will be fixed and I have a lot of concepts in mind for different merge types/mechanics, fret not!
The nature of the changes I'm going to try to implement will be kind of 'invisible' / QoL but here's my goals:
Sprite animation modules - Add 'tags' to each ability basically so the game automatically plays the right animation based on the tag associated with the ability, rather than having to specify what animation each ability ever uses. Very feasible/realistic
^ This would also let me create a more advanced AI system later
Enemy prompt/command/action rework - You know how you have to click through each enemy's attack? I might be able to add a setting to just 'autoclick' for you. It's theoretically possible but it makes me a bit nervous since I don't wanna promise overly much, but I might be able to pull it off without having to make a duplicate AI module for each enemy basically. Maybe not this update but it's in consideration
Paper doll custom sprite - My earlier tests worked and were stable. So I'm thinking I can allow customization of a character as a 'paper doll' style thingy, split up into limbs/appendages. IF this is possible then I might be able to alter sprites with transformations on the fly or other weird stuff. TFs in that style might be too much work for each possibility so I think I'd rather just have distinct half-tf sprites or whatever, but paper doll method would allow the max charry customization if it works. Will see what I can do
I also just wanna spend some time writing up endings and content and whatnot. Consolidate what's already there and all.
Thanks!
TrueDevilFox
~truedevilfox
Hey, keep up the good work! I hope things are going good for you outside the game too!
FlagCatcher
~flagcatcher
OP
Thank you, I appreciate it! I'm doing pretty well, hope you are too!
Shy Boi Jacob~
~jacob918373
Good to hear how good things are going~
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