Major Updates for the upcoming DEMO and features for the complete game



Updates for the upcoming DEMO version 2.2

I am still working in the game when I can. I am currently redoing almost everything of the DEMO.

Here what is being redone:


Screen size============================


Game is now widescreen at 720p.

The choice for that strange aspect ratio of 880 x 648 was because I was trying to emulate the more squared aspect ratio 32-bit games had back in the day.

This squared shape forced bigger sizes for texts and forced some "space-management" for the HUD and menus (this game's battle HUD ended up looking better in the old aspect ratio of 648p since it was designed to be minimalistic but without leaving much empty space). Although I do find the space management for the menus and HUD of some 32-bit games clever and charming, I think it is a bit too much putting it in my game, since my game also wants a "modern touch" in this late 90s style.

The current DEMO available for download VS the 720p version I am working on:




Speed================================


The game is now faster in terms of regular walking:

Menu calling is faster. But menu navigation may be slower due to a new opening animation each menu have.

Menu navigation of both versions:


Graphics==============================

Sprites-----------------------------------------------------------------------

Every on map sprite is being redone:

Maps-------------------------------------------------------------------------

Almost every map is getting an upgrade. Some have only a graphical update:

Others not only are gaining a graphical update, but also expanding in terms of level design:

Menus-------------------------------------------------------------------------------------

  •  1. Main menu:


  • 2. Item menu:

The old Item Menu is what I was firstly envisioning with a 32-bit style menu management: graphics and text just kind of "tossed" (but with a certain order) in their squares without too much visual separation, but fitting nicely in the square screen.

The new one, however, is speaking better with the modern touch I am trying to bring into the style.


  • 3. Chracter Administration menu:


  • 4. Skills menu:


  • 5. Bestiary Menu:


  • 6. Documents menu



  • 7. Options menu

The "Sound" menu was replaced to "Options".

The "Graphics" settings are there just to turn On or Off the animations of the backgrounds in maps and battles. Turning it "Off" is mandatory in machines with 4 GB of RAM.

One of my goals is to make this game run in as many computers as possible (well, this is one of the advantages of Indie games). Laptops with at least 4GB of RAM is a reality for a very high number of people.


  • 8. Sound test menu:

  • 9. Curriculum Grid:

This is the one with the most upgrades.

Now you get to select the character you want to manage the Curriculum Grid before the game transitions to the Curriculum itself, something I should have done since the beggining, and the Curriculum Grid navigation is faster:


Before, in the available 648p version, if you hit "Curriculum Grid" by accident in the menu, the game would instantly transition and you would have to wait until its animation is done to select a character or go back to the regular menu:


Another change is that now just the imediate available skills for you glows, indicating visually which skills are available for purchase:


Before, in the available 648p version, there was no visual indication whatsoever, since all the skills in the skill grid glowed.

Text=================================

DIalogues are being rewritten and a lot of text is being synthetized.

Tutorials are being redone.

Miscellaneus==========================

Correction of some bugs, name mistakes in item names and descriptions and some inconveniences.

like:

  1. The first checkpoint required the player to be in a specific tile for interaction. Now it is accessible by every tile around it;
  2. The second checkpoint used to blend with the background, now it is highlighted;
  3. The "cancel" button will not respond automatically to the "cancel" choice anymore.

And any others I can find or people finds for me. I thank everyone who tested my DEMO and recorded it, I could see a lot from the perspective of the gameplay of others.


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The following will not be in the DEMO, only in the final game:

Classes--------------------------------------------------

The current 2.1 version and the new 2.2 version features the same 5 classes:

  • Warrior (front like combatant)
  • Alchemist (The mage)
  • Anointed (the Assist)
  • Coach (buffs and debuffs)
  • Pagan (class with skills that may backfire)

But in the final game I will change it to those 8 classes:

  • Chevalier (Slow tanky warrior)
  • Shinobi (Fast and more fragile warrior)
  • Alchemist (The mage)
  • Anointed (the Assist)
  • Blacksmith (job regarding weapon items)
  • Apothecary (job regarding regular items)
  • Doctor (buffs and debuffs)
  • Pagan (class with skills that may backfire)

I will not be changing it already to the upcoming DEMO because in the DEMO the player have a very limited set of skills available, it won't change a thing having the 8 classes in it since the player can get skills only from the same 4 classes anyway (Warrior/Chevalier, Alchemist, Anointed and Pagan). Meaning it would be just extra work that will change nothing in the experience of the DEMO.

Character personalization------------------------

  • Primarly and Secondary Classes

By being in a class you will have its skillset available, but you can equip the skills of another class you already acquired (a lot of other JRPGs already do this, like Final Fantasy V and Final Fantasy Tactics. Nothing new).

  • Sprite class

The new part is that each class will have its own unique sprite (of course), but you will be able to equip any sprite of any class you already acquired regardless of your current class.

Let's say your character is an Alchemist (Mage) with Anointed (Assist) as second class, you can leave this character with the Chevalier (Knight) sprite just for aesthetic reasons.

This is something I always wanted to do in classic JRPGs.

  • Sprite class collor

Map and battle class sprites can have its colors changed. Again, something I always wanted to do in classic JRPGs.

  • Class name system

Something I want to do is to display the character's class as the combination of both classes your character are currenting using, not just his current first class.

Let's say your character is a Chevalier with the skillset of the Anointed class as his secondary skillset. The name displayed would be "Chevalier" normally, after all it is your current class, but I want it to be show as "Paladin" (a knight with holy spells).

An "Alchemist" with an "Apothecary" would be labeled as "Scientist", an Alchemist with a Pagan would be a "Sorcerer", every combination of classes would have its own unique name.

This is something to be just a name thing, nothing would change gameplay-wise.

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