Weekly Post – Apr 29

No new visual stuff this week, because a lot game mechanic/rules stuff was hammered out. I finally came up with a draft that has many of the obvious holes plugged up, and by that I mean how Player turns work, damage scaling, and nuances with the Unit classes I’ve decided to go with. There have been about 15 iterations of the core game mechanics that I’ve sanity checked over and over, I 259ded to do th200to avoid having to reprogra200verything. As of this draft there will not be much deviation, until playtesting.

So far, the unit interaction system has somewhat of a dummy placeholder. I was using a modified version of the pair up system seen in FE: fates, but I finally put together a new system of game mechanic tactics that moves away from weapons being the primary form of tactics in FE200mes. The reasoning behind doing that because I simply didn’t enjoy the weapon swapping (weapon triangle) and hard-countering through unit type stuff(armored, flying) that is sort of forced knowledge. Whether or not that will lead to actual engaging experience, will become more clear in the next few months. Now that these decisions have been made, a lot UI stuff has to be redone, like the pre-battle info screen above, all the screens were pretty hacked together before, simply because I was loose with the programming until the game mechanics were fleshed out. This next week will probably just be a lot of UI design and programming. Thanks for reading.

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