Some good news! Seraphim's Javelin officially has new content. Completely untested at the moment and will remain so until the chapter's cleared through. I don't want bug hunting to stop my momentum.
The end of the last mission was a complete mess. I remember the last release of SJ people weren't getting the "end of game" part. Turns out starting and stopping there multiple times was a bad idea. Unfortunately, I suspect it will keep haunting me until I get it fully tested.
Saturday, April 30, 2016
Friday, April 15, 2016
Update 4/15
Had a really crappy personal week. Everything good that happened was marked by something bad. And the good never made up for the bad. Yesterday, I thought about staying in for the rest of the week and hope everything blows over. I think I'll be happy if nothing good or bad happens til at least Monday.
Some good news on the SJ front though, magazine scene should be done. It's a lot longer than I'd like. I forced some of my photoshop work into it which made the scene longer.
I had a wonderful idea on the next chapter that I definitely want to incorporate. I don't want to go into much detail (even in spoilers) since it heavily hints to major plot points later on. So I'll keep it a secret for now.
Some good news on the SJ front though, magazine scene should be done. It's a lot longer than I'd like. I forced some of my photoshop work into it which made the scene longer.
I had a wonderful idea on the next chapter that I definitely want to incorporate. I don't want to go into much detail (even in spoilers) since it heavily hints to major plot points later on. So I'll keep it a secret for now.
Saturday, April 2, 2016
SJ Combat Plan 4/2
Seraphim's Javelin Update 4/2
I think I figured out the last piece of the combat system. Design-wise.
Basically, Force is raw damage and attack. Agility is a combo / multi-turn attacks. And Skill is specials, buff/debuff moves, that sort of thing. Some of the buff/debuff functionality is already added. I just need to expand it further for the Skill combat tree.
I think I figured out the last piece of the combat system. Design-wise.
Basically, Force is raw damage and attack. Agility is a combo / multi-turn attacks. And Skill is specials, buff/debuff moves, that sort of thing. Some of the buff/debuff functionality is already added. I just need to expand it further for the Skill combat tree.
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