12/4/21


Weekly post incoming!

Progress is good! The introduction is done, minus playtesting. The rest will go faster because it just needs tweaks and editing. This first part will only go until Hrelda, which will be part 1. This will help me avoid stressing out about getting things done on time. I can say, though, that it's still roughly 5-6 hours for part 1 alone (I'm anticipating about 4 parts). 


You can see a rough draft of a system that will be introduced a few hours into the game: Elemental Overload. I mentioned it in a previous post, but after that post my files became corrupted, and I lost all the work I did. So, this rendition is a little different. There will be ways, tied into the core battle system, that you can fluctuate the overload bar (seen behind the characters). When it hits max, the gods are aggravated (just like the core system :D ) and alter the elemental currents of the battlefield. All expose element debuffs are removed and everyone is immune to them during this new phase. Allies will receive a buff from the god, which HEAVILY increased the damage they do with that god's element. The opposite element does 0 damage (if the fire god Yrol buffs you, wind damage does nothing), and all other elements do heavily reduced damage. The phase lasts until everyone in the party has their buff run out.  When that happens, an overload ravages the field, doing moderate damage and completely draining the MP of allies and enemies. 

The thought here is that this is a huge high risk, high reward system. One you can avoid with careful use of the core mechanics, or strategically plan around activating when everyone has high MP and buffs to take advantage of the phase. If enough party members have the correct skills during the phase, you can do ridiculous amounts of damage. Just remember, enemies have that hugely increased damage as well. Some of that might be some RNG, but if you have a wind enemy and Salima the Wind Goddess comes, you probably should nuke it ASAP or get that defense up. ;)

Certain bosses and enemies will also be able to manipulate the bar, and there will be two new manuals with unique effects centered around it. 

Yrol: God of Fire and the Dulcan Isles.

Salima: Goddess of Wind (no affiliation)

Fresaid: God of the Water and Belefore.

Kiol: God of Thunder [affiliation is a spoiler here]

Tihuna: Goddess of Ice and Valgora.

Laproz: Goddess of Earth and the Ogre Isles.

Rethale: Goddess of War and Alavon - Dragon Queen

Zeke: God of Darkness and the void.

Alfrea: Goddess of Light and Hrelda.

I wrote some backstory about how some gods don't get along with each other, hence the aggravation mechanic in combat. Using elements of opposite elements triggers a negative reaction on the enemy (status effect), but the energy produced can empower the user (MP).

That was a ramble, but I'm excited that things are working well! Cya next week.

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