That’s it! I am officially complete with all the animations for the illustrations I have available so far. As I’ve mentioned before, I still have more illustrations in queue, and at the moment it will still be quite a while before I get a hold of them. In the mean time, we are sifting focus back to game development! (If you’re wondering, the image above is a small(large?) preview of the 12 year old version of the daughter)
My immediate goals for the rest of the year is to solidify the in game weekly cycle, add/fix/improve all available systems, and finalize the over all design of the entire game. With this in mind, I started reviewing the basic systems of the game and extrapolating stats growth over the entirety of the game. I ran into a problem with the current stat growth in the job system.
The stats were growing too high by the end of the game. Each stat increase is a percentage added to the battle stats. If I left it as it was, the values would exceed my preset limits resulting in things like Hp being 25,000 by the end of the game. This isn’t a problem in and of itself but I want to keep values within the 4 digit range to better keep track of where the player should be at any point in the game. This limitation is very important since smaller numbers are better to manage as I test battles and events throughout the game.
So I came up with a new system that slows the growth of these stats by 4x. This will ultimately split the stat development between jobs and equipment with a small third from random events throughout the game. My goal for these stats is a soft cap of 300% and hard cap of 500% (this value will most likely never be reached in game) Check the images below to see the changes.
There are still more systems I need to review so I’ll be looking out for any serious changes I need to make. As they say, a solid foundation makes for a sturdy house.
In the next month I will be making some serious announcements and releasing a new video showcasing a lot of the changes between the old build and the new. I’m thinking of doing it on the 14th of December. I’m not sure yet, we’ll just have to see how the month plays out.
As for now, I’ll continue adding, reviewing and redesigning systems in the weekly cycle. Until next update, stay frosty friends.