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blindcoco.studios

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Everything posted by blindcoco.studios

  1. This is actually a great time to bump it, the Kickstarter Campaign is live! Hop over there to hear the new VA announcements and get some more info on the game! I'll also use this bump to showcase some of the new battle animations, which I think look killer so far!
  2. I would actually like something a bit more organic and less on the nose, but it's better than having thieves with pass appear with no warning. Looking at you FE3H Maddening. It would be cool to have stuff like smoke coming out of forts/camps, or a summoner channeling their next summon beforehand.
  3. Hello everyone! Over the past couple of years, I’ve been working on Gales of Nayeli and got most of the game in a playable state. In the past year, we’ve expanded the team quite a bit and we have been working pretty hard on making the game a polished package. As we approach closer and closer from the Kickstarter Campaign (August 29th!), I felt like this was a great time to start sharing the project officially around here. This is the Initial Reveal Trailer from a couple of months ago. Since then, we’ve been working on adding full battle animations and sprucing up the visuals. Speaking of which. here are some screenshots : Here are some of the core features to Gales of Nayeli : Individualized class system : Every playable unit joins in a unique class and has two promotions exclusive to them. This means that both promotions will be relevant and viable options for you to choose from, tailor made to each unique’s specific skills and niches. Interactive Relationships : Character relationships are strongly intertwined with the plot and will progress in tandem with the story. Their impact will also have tangible effects: Characters will earn extra promotion choices, or give each other gifts that will have gameplay benefits when held. Avatar System : Pick one of 4 starting classes, which adds replay value and adds some of your personality to your gameplay. They will play a supporting role in the story. This is still very much Nayeli’s story to tell. Unit Customization : From held items to skill scrolls, no two playthroughs will be the same. We picked a lot of inspiration from FE4’s held items, personal weapons and unique skill to pump some extra gameplay flair into the playable cast. Side Missions : Some Side Missions will require you to do specific side objectives during certain chapters to gain access to them. These will often have a smaller playable cast to focus on side characters. And here’s a rapid fire list of smaller details that I find noteworthy : Class Portraits : Everyone gets a new portrait when promoting or changing class. No weapon triangle : The difference between weapon types comes from the weapon variety within that type. Personal Skills : Everyone joins with at least one personal skill and will learn more (or their previous skills will improve) upon leveling up. Rogue Tools : Some items are exclusive to Rogue type classes. These are mainly centered around giving extra tools to reach side objectives (Smoke Bombs teleport the user within 3 tiles) while others will allow them to fight when caught unaware (Stim Packs grant temporary buffs in combat, but unit takes recoil after battle). Breaking the SRPG Studio Mold : We’re reworking almost every aspect of SRPG Studio’s default template to make this game as great as it can be and shed a lot of the stigma that the engine has. There are still a lot of baseline assets in the screenshots that will be replaced by the game’s release. This project is still very much in development and we’re aiming for a late 2023 release, so we’re very much listening to feedback as we progress! If you liked what you’ve seen so far, consider supporting the project on various platforms. It really helps out a ton! Kickstarter : Get notified when the campaign goes live. Early backers will get reduces prices on the game. Twitter : We’ll be posting daily updates until the KS campaign and progress updates during development. Steam : Wishlist the game to be notified when it comes out in 2023 Thanks for your time! I hope you’re looking forward to future developments!
  4. That sounds like a horrible, but very fun, idea. I wonder if anyone has done one successfully to this day
  5. Yeaaaaah. I do like having some agency in how to tackle defense maps other than just holding chokepoints, but this map overcorrects with it being either a hallway filled with 60 generals OR a turn 1 skip.
  6. Did I accidentally start a ''Let's dunk on FE6 map design one chapter at a time?'' thread? ... Because Chapter 9 isn't great. Having two recruitable with killer-esque weapons chilling in fog of war is certainly an idea. I wish the village thingy for the route split was more well established as well. It really arbitrary. Aside from that, it's a nice place to train Roy before benching him until he promotes due to the sheer number of piorate reinforcements that come from the forts on the tiny islands. 6/10 would recommend
  7. Oh! Then if they had extra time to do a wholly new moveset, Lyn or Hector could've been chosen instead...
  8. I have been pretty invested in studying older FE games and experimenting to see what makes a map work or not. Which maps do you think have bad map feel ? Is there anything that you'd consider changing on them to make them more interesting to play? Personally, I'd vouch against FE6 Chapter 5. Either you take the long way around through a pretty dense forest that takes forever to crawl through safely or you force your entire squad through a 1 tile chokepoint while brigands clumsily dodge your attacks on mountain tiles due to low average hit + terrain bonuses. Not to mention that the boss has a killer axe and 19 strength & a hand axe ON CHAPTER 5. (hard mode) So there's no way to engage him safely aside from Marcus/Rutger/Dieck who, while still having a favorable matchup, still risk a chance of death unless you bait the hand axe before going in. Thoughts?
  9. It could be a fun build to have a War Cleric/Monk Nosferatu tanking with Thyrsus. Annette has a crest that sometimes conserves uses of attack magic, so she (potentially) gets more Nosferatu durability & doesn't have a drawback from wielding Thyrsus. She can even build her gauntlet rank at the same time as her armor rank for pavise (and she has a boon in axes to reach that). Still just a meme build, but it could be a funny one.
  10. I wonder if Eliwood would've been the actual choice if they delayed the game. He overlaps with Marth's moveset more than Roy, so if they were developing FE7 during Melee's development, it could've happened... maybe? If Melee had another year of dev, it would have come out in November 2002, versus FE7's April 2003. Which is very similar to the actual timeline of Melee's November 2001 and FE6's March 2002.
  11. I'd argue that Meg joining at a point where she doesn't take a deploy slot when Gwendolyn arrives at a time where your army starts to get pretty tight about deploy slots also separates them even further into different tiers of viability.
  12. I agree with this. I'd rather have to deal with an awkward ''execute the king when all his army is dead'' scenario than an awkward stat check against a single powerful enemy with inflated stats. As long as the story supports this, I'm happy with it, especially if the king was arrogant throughout the story. It could definitely be a memorable end, even if the gameplay is super easy.
  13. Oh that's great to hear! Do you remember the thread? I'm always looking for feedback!
  14. Heya everyone, I'm BlindCoco! Game Developer, Artist, Programmer and overall big Fire Emblem nerd. I've been a fan of the series for as long as I can remember. Currently working on my own strategy game, Gales of Nayeli. I have been visiting serenesforest for a long time. It's good to finally drop by officially! Looking forward to hanging out with y'all!
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