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BlindCoco

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    http://blindcoco.com/

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  • Favorite Fire Emblem Game
    Genealogy of the Holy War

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  1. Update May 21st Bonus Experience is currently being implemented in the game. You can see the two biggest screens of the feature. I'm also implementing Mind and Fortitude as stats. You can see what they do and the reasoning behind them down below. New Stats : Mind and Fortitude Mind What does it do? The Mind stat will be used mostly by healers as it will replace the Magic stat used in most tactical RPGs. This stat will also be used (alongside with Skill) in the hit rate of Status Staves. Finally, this stat will also be used instead of Magic for some skills, such as Respite (which healed every turn for a portion of the Magic stat). Why? There are two main reasons that drove me to add the Mind stat. First of all, I always found it weird that most frail healers, who usually have a high magic stat totally flip when they reach promotion. They go from the weak healer to an insane glass canon fast. Secondly, I wanted to create a niche for prepromoted mages who have a higher focus on healing instead of fighting, which could be bypassed by trading a tome with the earlier system. How does that translate to Gameplay? For the most part, it should feel natural once the players get used to the new system. Some healers will still have a high magic stat, but others won’t. All in favor of a deeper system that allows for better unit balance when it comes to fine tuning. Fortitude What does it do? The Fortitude stat will be used as a way to resist statuses, both incoming from status staves and from some weapons. Some skills will also interact with the Fortitude stat. This stat might also be used to trigger some of the more defensive active skills, such as Great Shield and Great Aegis. Why? After confirming that I wanted to add in status staves, I wanted to be sure that it wouldn’t completely destroy entire classes. In some games, Berserkers and Generals are completely countered by status staves as a result from low Resistance. How does that translate to Gameplay? Some units will naturally have low Fortitude, but it also allows for some Axemen and Armored units to have some means of protection against statuses. Just like the Mind stat, this further allows me to have some better control on unit balance overall. This also allows for some easier weapon variety as some Safeguard-like weapons can be created that boost Fortitude when equipped to allow for a counter to status staves. As always, you can check out the full update on BlindCoco where I also added the next playable character teaser.
  2. I fixed a lot of issues since that demo, both visually and mechanically, but if this happens again in the next build, let me know! I have another feature I want to add before I go back to polishing stuff for a demo, but thanks for the kind words. :)
  3. Thanks Ghast! I'm really liking how the shading and coloring is turning out! Can't wait to reveal more characters as the game is progressing!
  4. Update May 2nd 2016 A big feature was added to the project : Split Promotion. They are fully functional within the game engine. More info below the screenshot. Here is a quick summary of how promotions are handled in Wicked Night – Holy Knights : Units promote automatically at level 21 (There will be a challenge mode that caps exp gains at lvl 20 for the players seeking a further challenge) Items will allow any unit to promote at level 10 and up, but the promoted unit will still be considered as a lvl 21 unit in terms of exp gains or with level-related skills. WExp gains will be thresholds, not direct bonuses, which means that a Pegasus Rider who had E in Lances will have D Rank on promotion, but a Pegasus Rider who had D in Lances will remain at D Rank. The threshold will change from class to class during balance changes. However, every class can achieve a single S rank in any of the available weapon type. The 3D model of the unit in said class will be shown in the top-right corner of the promotion screen. Some changes were also made to the class tree (Fighter/Flyer/Magical trees are still being reworked). You can also read the complete update on the official blog post. Here is the complete portrait of Dogo, followed by Maltroth, this update's character teaser.
  5. Update - April 5th 2016 Wicked Night celebrated its first year of development this weekend. A birthday sketch can be found on our Facebook Page and the full update can be found in our latest blog post. The biggest new feature of the update is the Battle Preparations Screen which can be found below. As you can see, for the most part, it's a classical Select screen, but some info has been shown on the rightmost side. Supports Under the weapon ranks, I added the "supported by" list, which will show the three units that supports the current unit. What that means is that supports do not have to be reciprocal and are technically unlimited. However, during battle preparations, you will select who will support who in battle in order to match your strategies. This was made in order to have no limitations on support building and character development while still featuring relevant and meaningful battle bonuses for supported units by limiting their use in-game. I'll explain this feature in further details with examples once I get to actually implementing it. Growth Rates I always wondered why they were hidden and only found online in Fire Emblem. They are now visible to give an idea to the player about what they have to expect from certain characters and what their return on investment will look like. These will change depending on promotion choices (Ex: Armor Knight will lower speed growth and buff defense while Soldier will boost speed slightly) Battle data I love to see those stats when I play other RPGs. I felt like they'd have a cool place on the overview screen. I feel like those data would be interesting to gather if the player accepts to share his data after his playthrough to make graphs and stats about character usage and such. Character Teaser The full black and white teaser can be found on the bottom of the blog post itself, but I also have a small mugshot of his face in color right here, exclusively on SerenesForest! Here is Dogo, the Brigand.
  6. That's the thing though. People think that because they have a diploma, they are entitled to have a job. Yeah, diplomas help a lot, but your personality/confidence during the interview matters just as much (maybe even more). Getting to know people in your work field also helps a ton. Going out of your way to meet people can really help you find the job you're looking for.
  7. I think I just found what that chapter reminds me of! Scorched Sand from FE8 ( http://fireemblem.wikia.com/wiki/Scorched_Sand ) but with the villages higher up in the map layout (and obviously a ton more water). It still looks amazing and very creative!
  8. I'm going to disagree with everyone here and say Saizo is the best. His bulk gives him frontline potential Kagero/Kaze can only dream of. He doesn't need any more speed than a pairup can give him. He can hit on the physical/magical side with the same potential. Overall pretty great imho.
  9. Seriously, this patch is the best thing that's happened to competitive smash in a while. The top tiers who were defining tourneys everywhere got toned down while the clearly underpowered ones got some buffs.
  10. It's actually a good thing that you look at the early chapters and feel you can improve them, it means you improved as a developer as well! Hyped to see how it turns out!
  11. Hi all! I've had this hobby of mine (and probably a bunch of you too) where I rework some characters from other Fire Emblem titles as GBA!FE sprites. Here are 5 of them (Greil > Lex > Jagen > Hannibal > Fuga ) : Battle Sprite : Takumi: If you like them and would like to see more, just let me know! You can also ask for your favorites :)
  12. I really like the boat/port one. I can totally see a map where the goal is to defeat the boss on the ship. The bigger map with all the houses seems empty though, but that might be the point of the map, depending on how enemies are spread. :)
  13. The creepy guy is fantastic! Great job!
  14. The default control scheme (which will be editable later on) is : Z : More info X : Accept C : Cancel And the arrow keys. It works with an Xbox controller too if you have one (although cursor movement only works with the joystick at the moment) In the main menu, you can only select Continue and the first file though since it's not the first chapter in-game that I'm building!
  15. I posted an update on my blog where you can download a test chapter and see how things are progressing! Here is how to try it out : Download the correct version (PC, Mac); Open the application; Use the arrow keys and X (accept) and C (cancel) to control the cursor; Select Continue, then the first file; Use the arrow keys and Z (more info), X (accept) and C (cancel) to control the cursor; Send your feedback via Facebook or Reddit;
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