Hi, this is the first Development Blog Post for “To Reverie”. A tactical 2D RPG

What’s been created so far
The animation above depicts what’s been actually made in the game so far. Basic movement and attacking mechanics resembling what’s seen in FE games. What’s shown in the GIF is a first pass and will need a lot of polish and development goes forward.
The “Surround” system
I found the 2v2 engagement system from from FE: awakening and fates to be a really fun addition to the traditional FE system; especially with the opportunity to mesh with how supports between 2 characters works. Some things about the mechanic were changed in To Reverie:
- Using two units to attack one enemy unit requires those attacking units to be in surrounding adjacent squares, similar to how the FE “triangle” attacks work. An issue with that system was that it took a lot of effort to set up for not that great a tactical reward. The advantage of setting up the maneuver instead of attacking separately is that the defending unit can only counterattack the original attacking unit. The supporting offensive unit is safe from any harm. The reasons why using the surround system will be important in “To Reverie” is because of the addition of the “towns – Infamy and Reknown” system which will be explained and shown in a future blog post.
- Block rate is dependent on 2 things: A weapons block rate and the support level between 2 characters. Supports are built throughout the game so use of shields with a high block rate are really helpful during the early chapters.
3. Blockers can be killed
Preliminary Concept Art
This is some of the concept art used to create the actual in-game sprites. I will be posting these regularly with blog posts but they are very likely to be changed and improved as development continues. These images will also be used to create the 2D combat animations that will show up in the next few blog posts. The landscape image below is first pass of what Reverie (The place) will look like.







Whats planned for the next immediate blog posts:
Blog Post #2 : Dialogue System and stats screen look
Blog Post #3 : Destructible Bridge Mechanics
Blog Post #4: Towns – Healing, Pillaging, Reknown and Infamy System
Blog Post #5: 2D Battle animations appearance
Thanks for Reading!
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