Week 40 Update


TL;DR decoupled old UI and replaced it with new UI framework bits.

Build & Deployment:

Development:

  • Continued decoupling old UI components to replace with the new framework & components.

Design

  • Bloodline design work: I worked some more on the 3 categories based on plantigrade, digitigrade, and ungulate locomotion types. For now, the primary differences between the 3 categories are based in trade-offs between gear potential & mobility but there are additional, secondary implications for each category:
    • All humanoid bloodlines are assumed to have access to a bite attack as their primary natural weapon, including humans. This core design serves as the basis for many, many other mechanics. For example, your typical zombie, vampire, or werewolf fight assume bite attacks and all that they imply. When a bloodline does not have a bite attack, it will have another feature as a substitute.
    • All humanoid bloodlines are capable of a movement burst (dash, sprint, leap, pounce, etc), which varies depending on their base locomotion types. The archetypal burst movement is the sprint or charge.
    • Plantigrades have access to the entire panoply of gear options but typically have the slowest movement types and fewer natural advantages. Plantigrades are a "zoner" combat type, preferring missile & reach attacks or other tool use.
    • Digitigrades and ungulates give up access to leg & footwear in exchange for greater mobility and base speed, as well as natural kick or claw weapons.
    • Digitigrades are a "rush-down" combat type, preferring to close quickly and overwhelm opponents with a flurry of attacks. This is supplemented by unique effects for charge attacks, e.g. pounce and trample.
    • In addition to losing access to leg & foot gear, ungulates give up access to neck & head gear. In exchange, many have gore attacks based on horns or tusks. Some instead have crush, sting, or impale attacks based on claws, pincers, or tails.
    • Ungulates are a "grappler" combat type and typically have access to devastating, unstoppable or unblockable (i.e. "armored") attacks.
  • Combat design work: related to Perfect Defense, a category of traits that guard against specific conditions, damage, or other effects. Initially created for use in boss design, Perfect Defense is sometimes accessible with the use of magic ie. "incorruptible" guarding against poison & disease.
  • Soul design work: Life got more definition in the form of shouts & dreams. Dreams & aspirations are associated with life and living, and are the domain of mortals. Gods and monsters do not dream but they do have access to dreams, by which they may influence humans.

Influence:

  • Drew inspiration from Jujutsu Kaisen "Domain Expansion" and Evangelion "AT Field" for some of the work on soul components, notably Life and Mind. 
  • Watched the "Memorial Edition" re-cut of the Berserk Golden Age arc. It's okay I guess. My wife finally got to see & understand what the "big deal" is about Griffith, Casca, and Gattsu.

Marketing:

  • Met with Don & Hazel. We're working on the Kickstarter trailer.

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