Home Creators Posts Import Register Favorites Logout

Content

It's been a little quiet over the last few weeks, and that's because I've been spending a lot of time working on the game project. I've added a handful of new, notable features -- and I hope I can finish up the current engine iteration soon so I can make another demo.

Anyway...

Modifiers Menu:

One of the recent additions is a menu (accessible via pause screen) that lets the player tweak the rules of the game, turning certain features ON / OFF-- featuring options such as: Retro Subweapon Input (Up + Attack), Die in One Hit, Super Subweapons, and so on.

The feature can serve three distinct purposes:

  • Gameplay Diversity (Super Subweapons, "Artoria Mode", etc.)

  • Accessibility / Difficulty (Take Less Damage, Take More Damage, etc.)

  • Gameplay Tweaks (Backflips, Dropping off Stairs, CV1 Style Subweapon Costs, etc.)

And it's just a neat way to play with fun ideas that don't need to be fixtures of the main game, while also tweaking minor aspects of the controls to more resemble different CV games for subsequent runs.

Burning Devil Mode:

Burning Devil Mode is an OPTIONAL mechanic accessible through the newly added Modifiers Menu (accessible via the Pause Screen. It is considered an "difficulty modifier" because it can make the game much easier, and is thus disabled by default.

Devil Mode draws its influence from two CV games: Legends (GB) and Legacy of Darkness (N64), which allow the player to enter a powered-up state providing defensive and offensive utility -- Burning Mode and Cornell's Wolf Transformation.

In the Burning Devil State, Elayne harnesses the power of devils and is surrounded by a flaming aura (this aura is abstract & representational, she's not actually on fire). This mode provides:

  • Increased Attack Damage (+1 DMG).

  • 1 Damage to "weak" enemies on contact. (Projectiles, Medusa Heads, etc.)

  • The ability to walk on spikes.

Every second spent in Devil Mode drains WP at dynamic rate, draining faster the higher your current WP value is. For instance, if the player has:

  • 15+ WP: Drain 2 WP per sec.

  • 35+ WP: Drain 3 WP per sec.

  • 50+ WP: Drain 10 WP per sec.

The player must have a minimum of 15 WP to trigger Devil Mode, and will exit this powered-up state upon reaching 0 WP. Devil Mode's duration can last between 7 - 25 seconds, but using a subweapon (which costs WP) would obviously drain it faster.

So it's my hope that this can be really helpful to less experienced players while still not being too overpowered, especially compared to its influences. While also providing a useful tool to experienced players. I do worry 20 seconds (my intended in-game cap) might be a lot though, so it'll require A LOT of play-tests and scrutiny.

Dialogue System:

The new system is still a bit rough, but is more advanced than the version used in the older engine. It does what you expect it to: It displays text, character portraits, make choices, and even draw itself near the top or bottom of the screen.

What's new, however, is the ability to render unique text effects, like text that: moves in a wave pattern, vibrates, or is drawn with a different colour / font. This would help dialogue feel more emotive, dynamic, and emphasize certain words.

Of course, this means that the Mel Button has returned! Though it's expression has changed.

In the previous demo, players could press SELECT to read dialogue from Mel, who can say all sorts of things depending on the player's position in the world -- like providing hints to nearby secrets or commenting on the environment with flavor text.

Now, however, "Mel Talk" is merely ONE of the items inside the previously added INVENTORY MENU. Upon opening the menu, players can see the name of her conversation topic, and then decide if they want to speak to her. This means players don't have to spam the Button every few steps to see if there's new dialogue, and then have to sit through an entire conversation that they've read several times before.

I still need to find / make a good proper font for the project and refine the system. This was pretty tough; although it's built on my previous system's foundation, I took like an entire day or two trying to solve problems with it.

Other Additions:

  • Conveyor Belts added

  • Crumbling Floor Blocks

  • Enemy Loot Drops (Rudimentary)

  • Show CG Illustrations Object

  • New Sprites: Elayne Backflip & Slide

  • Update Old Sprites (not shown): Axe, Death, Transformation

  • Updated Collision

The addition of the new Modifiers Menu means I can play with a lot of wacky ideas, like Super Subweapons or a Ghosts n' Goblins inspired mode, but just make them optional.

-
Don't forget to eat & sleep.

Files

Comments

Calsetes

Very nice additions

Ethan Moreno

The Devilman addition reminded me of the Yin (Frantic) Mode from Senran Kagura where your attack and speed increase drastically, but your defenses drop drastically as well! I look forward to trying that mode out in the next Demo Release of Elayne Beaumont! B)

Shawn Heatherly

Good to have a way to help players who need a bit extra power.