4/20/2020 Minor Update


Changelog:

1. Increment version to 0.1.1.

2. Turned tutorial back on in Scenario1.

3. Battle icons no longer appear in cutscenes.

4. No longer able to open menu during cutscenes.

5. Cutscene 2! Plays before Scenario 2.

6. Cutscene 2 After! Plays after Scenario 2. I learned how to do some basic lighting here.

7. Removed 'prefers' language in Glossary for move descriptions.

8. Fixed wrong Glossary being loaded into Scenario 2/Scenario 2 Staging

9. Some torches added to staging rooms. They flicker and stuff.

10. Dialogue text now scrolls! Pauses added at punctuation, with a smaller one for commas. Clicking once while dialogue is scrolling will cause all the text to appear, as well as a little blinking arrow. Clicking again will advance to the next page of dialogue.

11. There is a lightning bolt effect. It's not used yet.

12. Background of dialogue box and name box made more transparent.

13. Packed all texture assets into Sprite Atlas. Project size is much smaller now.

14. Leader philosophy is represented by the leader icon. Green crown means Lawful, red crown means Chaotic.

15. Moves remaining is now a Chaotic/Lawful dictionary. Refactored as necessary.

16. Menu words replaced with icons (tutorial not updated yet), and mouse-over tooltips are present.

17. Tooltip stops you from going to battle with no leaders.

18. Confirmation dialog boxes added for several actions - Quitting with ESC, buttons that make you go back to Main Menu, button that starts the Battle, and button that takes you back to the Staging room.

On the horizon: Scenario 3! I'd like to take a page out of Ogre Battle and make the objectives to liberate cities until you reach the boss. The cities will be guarded by enemies that don't move, while other enemies will approach you as normal. More units/effects. Updating tutorials. A larger, zoomable map that can be scrolled around in. Pause in battle in order to change tactics. Add unit weight limit of squads to 5, with normal units weighing 1, and large units weighing 2. New tactics.

Other ideas: Real-time strategy mode. Combo attacks. Status effects. Units that grant you moves to do on overworld screen. Ability to drag units over each other in Army Menu in order to swap them. Loading screen (fade out/in) so there's less jitters between scenes. Ogres you can date. Refactoring the entire battle scene so that units making melee attacks will actually approach and attack their targets. Units making ranged attacks will stop moving (like the Apothecary). Fixing the layering of the units. Using my new lighting skillz in battles. Traits. Changing formation in the overworld. Attacks that physically move enemies or allies to a different tile. Adding different moves for front row and back row (currently only alignment matters). Settings menu that lets you do things like turn off tutorials or cutscenes (good for playtesters). Finding good pixel font to match the art style. Boss fights (remove limit on attacks and fight to the death), Legion fights (several squads in succession do a fight). More varied buffs/debuffs. Shaders... whatever those are.

Files

Ogre Battler v0.1.1.7z 33 MB
Apr 20, 2020

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