Progress roundup!


I think I might try and do these little update roundups semi-regularly, maybe every week, maybe every two weeks to summarize the progress I've been making on the game and show everybody where it's at. I'll see how much progress I can make before the next one, we'll see.

In today's roundup:

  • Win/lose conditions! When Leigh falls in battle, the game will now show an animation and transition to a game over screen (WIP). Quit does not work yet, but you can retry the fight as it currently stands. Additionally, slaying all of the Miremuck opponents will show a simple (also WIP) victory screen which will show you any EXP gained from the battle, level ups, items and gold, etc. I also plan on having all of the party members strike a little pose, and perhaps at some point play a little voice quip, but I don't have the assets for that yet so it's TBD.
  • Command deck! Leigh can have up to a certain number of commands equipped in addition to his standard attack/block/dodge moveset. Each command has a cooldown associated with it, so you can't use the command again until the cooldown expires. Later in the game I plan to allow you to use Ether items to instantly reduce this cooldown, or equip accessories which modify the duration of cooldowns, but again that's TBD.
  • Flare and Thunder spells implemented as commands, so you can now cast a fireball at your opponents or strike them with Thunder. These each also deal elemental damage, but for now the Miremuck does not have any specific elemental weaknesses (later in the game, some enemies may be susceptible to specific elemental damage though)

Get Foxblade Fable

Comments

Log in with itch.io to leave a comment.

Hello people, name's Thales (yes, the same The Gamer Thales guy from discord). Nice to meet y'all. I don't know which devlog number you're into, just started to read them all from the first one, and I am adoring it. Your command cooldown remembers me of the Indivisible attacks' cooldown. I have a question: are you planning to make a Foxblade Fable version for Dreambox? Hope God bless this project and don't let it die suddenly. Greetings from Brazil.

It's *definitely* changed a lot since this devlog!

A small recap:

  • It's no longer my own custom engine, but RPG Maker. It's also no longer realtime action, but turn based. (these two decisions were made as one, when I decided I didn't really have the means to pursue a game of that scope and needed to simplify in order to make it something I could feasibly accomplish)
  • There's actually a playable demo! It's currently Patreon only, but in about two weeks (Sept. 6th) it will become live with the start of SAGE 2024 for everyone else to play too! This I think kind of vindicated my decision, since the changes to the project let me really focus and actually get a demo out the door. (fwiw I am also going to be trying to get the demo on Steam)
  • (also yea there's a Patreon where you can get builds & see stuff like concept art early, as well as more in-depth devlogs)

Anyway...

It is extremely unlikely that I will be able to port it to Dreambox, as it is implemented with RPG Maker MZ (written in JS and HTML5). I would need to rewrite the game from scratch in order to do this - it's possible, but would be a significant effort and tough to really justify as it wouldn't really benefit me in a whole lot of other ways.