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More art from Sehad! This choice is not a surprise, but I think it will be a popular one. ^-^ Aside from that, this week will highlight a new book launch, ramble about schedule management, and show some new Omnipocalypse screenshots.

Book Launch

Middle of next week, I'm going to be doing another book launch (Depthless Hunger 2). I find the release cycle exhausting so I often take a break from other stuff when this happens, but with the publisher choosing a mid-week date, I'm going to just keep pushing forward.

Here are the links to the ebook and audiobook versions:

https://www.amazon.com/dp/B0GSNJW3BL

https://www.audible.com/pd/Depthless-Hunger-2-Audiobook/B0GGD958RN

Audible really cares about preorders but I'm ambivalent about them for ebooks. Just do whatever is convenient for you. And if you haven't tried it yet, consider grabbing (ebook, audiobook) the first book in the series first!

The series is most likely complete at five books. This second release is probably the last chance for it to gain any traction, otherwise the fifth book concludes a whole host of subplots and character arcs. I negotiated with Audible specifically to make sure that all five would get audiobooks so readers get a reasonably complete experience.

Schedule Juggling

I am feeling pretty good about my schedule overall, based on how things are coming together. There are some times when I have too much on my plate (like the previous weeks), but I'm not overwhelmed and I think I made the right decision for the long term.

How I see it: while I'm overbooked on occasion, if I didn't tackle a diverse array of projects, at other times I would have been massively underbooked for long periods, and that's no fun. With projects like Don't Save the Princess or Slave Rehabilitator, I've ended up sitting and waiting for long stretches. Sometimes work on SR has cut into other projects, but if I had started that entire process after TLS or during some other lull, there would have been long gaps in being able to deliver anything to patrons, with me twiddling my thumbs and doing mostly management.

I hope that the things I've finished recently, and will be finishing soon, are proof of the multitasking strategy, but enough abstract rambling. Let's look at some screenshots highlighting all the new things I've been working on!

Omnipocalypse Progress

Version 0.2.0 will not be just some fixes, I hope to take care of nearly all tech debt, finish the partially-constructed content, and also improve things overall. The first screenshot is an example of the last, because this build will have some new features I couldn't include before:

I'm sure you're all familiar with how "Defend" is a nearly-unused command in many RPGs, because it's just not effective for action economy outside of the rare "giant telegraphed attack" from a boss. Well, thanks to Rachnera I can take a page from Bravely Default and let players store up a turn.

So, as seen above, you can get the benefit of blocking against the swarm of attacks from enemies, then you still get the same number of actions after. "Prepare" is the most generic version of this, available to all characters, but there are various upgraded versions. Some characters may get more defense while storing a turn, some may build up energy, etc. I hope this will make defending a more interesting part of the overall system.

It isn't highlighted, but we also have a "wait" option that required custom coding! It delays a character's turn until after the next ally moves, thus ensuring you get turns in a row, which could be relevant for the following...

These options interact with the "status combo" system I've discussed before. Some players had trouble with the combos and/or didn't find them satisfying, and there are definitely times where you could get disabled by enemies between steps. With the ability to store up or rearrange turns, you can guarantee setup and payoff together... though that wouldn't always be most effective, so it's just another option in the player's toolbox.

Those of you who played 0.1.x will remember that the missions given in the hub were a line of sparklies - that was always intended to be a placeholder, but I was able to upgrade it sooner than expected! Now you can pick your missions from out of a list, which is a flexible system that should be able to function throughout the game.

This is obviously a QoL improvement over having to remember the order of a bunch of events, but I think the greater benefit will be in the future when I have deployed more art budget. You see that space off to the left? The plan is to have a map of the city there with an icon that will change to show the location of the mission. Just one of the planned improvements that I hope will make the game flow smoothly.

Alright, let's do a subtler screenshot so I can talk about handling details:

This is how the end of combat looks - it's a little fancier, but what I actually want to emphasize is the "$" line. Those who played the first version will remember that when enemies gave non-standard money, it was just handed to you in an extra box after the battle, which I always felt was clunky. Well, thanks to Rachnera you can now receive that reward smoothly with the others, without having to change all the underlying code based on the old system.

The main reason Omnipocalypse 0.2.0 is taking so long is that there are just so many details to take care of, more arising all the time. But, I want to emphasize, I don't feel like I'm treading water! I can see progress on a daily basis, more and more of the game coming together, my playtesting getting smoother. I think the next build, with a complete overhaul of everything and all skipped contact, is within sight.

So next week we have an audiobook launch on Tuesday... and maybe a game build on Friday. I can't 100% guarantee I can handle both, but I'm feeling positive about it!

Files

Comments

WaxerRed

So excited to see Omnipocalypse 2.0! Good luck in all your work this week!

Ark Tolei

Prepare and wait should be huge quality of life improvements and deepen some of the early game interactions substantially (tech bits come to mind). Defend is absurdly bad for action economy and it really is just one of those buttons that just kind of exists in most games. Legend of Dragoon paired it with a 10% heal and status effect immunity IIRC and I always find it strange that more games didn't do at least the latter given how rare it is for hitting defend to be helpful even in situations it's supposed to be. It's nice to see the combo system paying off on giving more useful options for suboptimally timed turns. Should be really interesting for aligning burst windows before dangerous phase transitions, dealing with excessive healing, in addition to the synergy with the combo system itself. It'll be nice to not have to just eat burst upwards while solo.

sierralee

Defend may exist as a legacy thing in many cases, but for me it's always been because I don't have the capability to change it. Now that I do, I hope to do some interesting things with it. ^-^

lostone2

I'm pretty excited about the incoming Omnipocalyse, lol. There is just a little peeve of mine related to the title: I'm consistently writing it wrong. So far it's not so bad but if I end doing wiki stuff with this game, it's going to be a headache, I can already tell. Also, no cool acronym like TLS, DoW or OEA, LMFAO. Now more seriously, I'm quite surprised of the amount of changes and upgrades that the game seems to be getting in a single development cycle. It's way more extreme that the othre short games. Also, I love the cover for the new DH (see another cool acronym!) cover. Who is the creator (I'm not sure if you can give that info or not)?

sierralee

Glad you're looking forward to it! While I'm tackling a lot, I feel like this is still just a "revision" and so I want to get it out for patrons quickly. As for the speed, it helps that I'm no longer spending so much of my time working on TLS. >Also, no cool acronym like TLS, DoW or OEA, LMFAO. Yeah, you can't really write O for this one. Some people have been saying "Omni". >Also, I love the cover for the new DH (see another cool acronym!) cover. Who is the creator (I'm not sure if you can give that info or not)? Definitely can! The artist is Minh Anh Nguyễn Hoàng, who has some of his professional accounts under the name Ben Moran.

BlueTemplar En Taro Brian

This discussion around 'Defend' and 'Wait' reminds me of Heroes of Might and Magic (2 and 3), where both have their uses. 'Defend' (just boosting your defense) makes sense when there is a 'chokepoint' system. (Think Hilstara in tLS.)

Ark Tolei

I was mostly referencing half remembered design trends of the 2000's. These days most games aren't built in custom engines and inherit the quirks intrinsic to their engine. Try interacting with any chest your character is facing, but your camera is not, in any game built in the unreal engine as a random example. Unreal will never allow you to forget it was built exclusively for interactions at the center of the camera, and every RPG has some jankiness as a result. I don't hold it against modern game developers, indie or not, that the engines are as limited as they are, but I do hold it against the companies that own the engines themselves to a fairly large degree. I feel like rpg maker is old enough software that it should probably have plugins to handle virtually any mainstream rpg mechanic up to the ps2 era developed and streamlined to fit into projects very easily. The fact that, at least as of a few years ago (30+ years after the initial software released), what I would consider really basic enemy combat scripts and targeting that were available to SNES rpgs were completely unsupported is really insulting. I'm glad you've found a way to replace the defend command, but I definitely didn't phrase my critique of, at this point, very old design trends well. I might not even be remembering the 2000's trends correctly.