Some of the feedback I've gotten from more senior game designers is that there's lot you have to learn right away in the vertical slice. Attacking, defending, all sorts of spells, items, on top of all the platforming. So it's high-time to show how exactly I plan on introducing the mechanics one by one.
Click 'Read more' to read more about the tutorials!
I believe it was Miyamoto who said that the first level you create should always be the second level. That way, you know exactly how to introduce the mechanics of your game in the first level. I've followed that advice by making the vertical slice a fitting "second level", which means that now, I have to create the first level.
Click 'Read more' to find out a bit more about the first level.
There isn't much to talk about this week. I took one day to submit Viola to a "stimulation fund", looking for a cultural subsidy to fund Viola with. After that, I worked on getting spell animations to work, complete with sound and particle effects. Most of my time was spent actually getting things to work, with only two spells being actually implemented: Viola's.
Crescendos are powerful spells that use their own Crescendo Points, rather than the standard Ability Points used for spells. You gain Crescendo Points by taking damage. The system is based off of Lufia's "Rage" system, combined with the flair of super moves from fighting games.
Battle animations and player feedback is in! The things still missing are animations for spells, as well as their visual and sound effects.
Click 'Read more' to read more about the animations and some of the choices I've made for the battles.
This week, equipment! Since Viola has a lot of characters to recruit, I wanted interchangeable equipment that allowed for a lot of customization. So I've created "Gems", stones any character can equip to raise and lower any stat, like Strength, or Magic. This way, every character can match the way you enjoy playing the game!
Read more about Gems by clicking the "Read more" button.
Games often use enemies to keep the game filled with conflicts for the player to engage with. Obviously, Viola is the same. So, this week, I put some extra love into the enemies you see in the game, and I added a fight against one of Viola's antagonists: Justice.
Click 'Read more' to read more about Justice and the other enemies in Viola.
This video showcases the narrative design possibilities in Viola. By combining gameplay and linear storytelling, the player can feel directly involved with Viola's story.
Click 'Read more' to read a little more about this story!
This post is about the "Adaptive Conversations" in the game. The player could already examine certain objects, but now they can be joined by the characters in the game!
Click 'Read more' to read more about this mechanic.
This week I worked on adding story content to Viola. I've added three methods of storytelling in the game, all of which deserve their own post!
In this post you can get a look at the introductory cutscene. The level I'm creating is the "vertical slice": a piece of finished game to showcase. The level itself is a little later into the game, so the player needs context before playing the game.
Click 'Read more' to read more about creating this cutscene.
This week for Viola: changes to the battle system! Potions can be used in battle, guarding attracts enemies and halves damage and enemies drop gold and equipment when defeated. We've also got a few animations and such.
Click 'Read more' to find out more about the new changes!