> I gotta say I absolutely love seeing updates to your game and I am extremely impressed, such an extremely polished looking game. Have you ever thought about selling an SRPG template? Would love to see more come from C2
>
Love it! like StarCS said... are you going to sell a template ?
I will consider the possibility after my game is finished and released. For now, I only have enough free time for my own game dev.
Until recently, most of the work done is to revise the sprites that compromise the characters. Mainly to ensure that it still run smoothly on moderately old toasters. A lot of experimentation and tedious work since most of the stuff is new territory for me.
Now, let's talk about the new stuff have been done or planned in the game development.
New schools
The old Explosive school have been changed to fire arts to accommodate the new Explosives school which is mainly about using consumable grenades to deal strong damage to your targets. Another new school is White Arts is about is pretty much filled with long range healing and support techniques to fill the gameplay niche that the close range Medicine school couldn't. As you might expected, these schools are also open to your enemies.
New items
Some new stuff is in the game or planned to be in including the new class of items, grenades, as shown on the image above.
New Battle UIs
The Battle Arrow is changed to calculate predicted damage, predicted accuracy and predicted crit chance while showing the additional effects of the technique used.
For your information, the prediction will be more accurate and will take account of more details the better your knowledge of the target is.
As an example, to even have the arrow predict damage correctly in relation to element advantages and disadvantages, you at least need to have a knowledge level of 1 on the group you are fighting against.
What is not shown on the pic above is that on the top will be a symbol displaying your posse knowledge of the target, if you are targeting your enemy instead of your own ally.
Character creation updated with so many options that next 100 options button is a necessity.
As stated in the title and shown on the pics above.
Overworld conversations and events is in.
Work as normal dialogues but happened right in the overworld instead of jumping to a new map. Since this method save me a hell lot of work, I will use it for inane dialogues and side quests to build up story immersion and to highlight the effects of your actions.
Morale is a thing
Your characters now have mood swing and sometimes may garner a mission-wide status boost if they are treated well or may get slapped with bad mood debuff if they are treated like a third world sweatshop employee. To put it simply, most of your characters are normal people, a.k.a lazy bums. FYI, forcing/buying them new techniques, schools or jobs depress them as they have to work far harder than normal, double that for extremely lazy characters. So is making decisions that they don't like due to their alignment. Or teaming them up with people they dislike or hate for a mission.
In short, many ways to piss off or massage your characters' mood.
Base building planned.
Base building will be a thing for chapter two, with how well the graphical implementation of it depending on the outcome of this game's early access. Gameplay-wise, the base give the player a myriad of options and majority of those options give plus and minus to the morale of certain characters. In example, business characters will love it if you decide to develop your base to be a mostly posh office while street characters rightfully feel uneasy and unwelcome in it. Within those options, you can choose to pander to all of your characters using generic options for minor pluses or go hog wild with a specific theme, giving specific characters you pandering to huge pluses to their morale.
Well, that's all for now.