This week, I've rethought how magic works, and have added an additional form of progression. I think I'll stop fiddling around with the battle mechanics now and devote the next couple of weeks to figuring out how best to start getting some players involved!
∞ Last week ∞, I talked about some totally-final-guys-I'm-done-now-I-swear features I'd added to battles, and how I was going to try to do some kind of demo soon. This week's been almost a repeat of that. Every time I feel I've finished fiddling with the battle mechanics, something else comes up and consumes the whole next week!
Apart from some boring behind-the-scenes stuff, I did two major things this week:
Rethinking Magic
Previously, spells had you tap to the rhythm of a brief melody to trigger a reaction effect, like this:
An interesting concept, though I was finding it more of a nuisance than fun while playtesting. People had already started commenting on the BGM muffling and incongruity between the played melody and that BGM, and I knew those comments would only continue. So now it's like this:
Characters still play a brief melody, but it's more like a sound effect now that just accompanies their animation.
It's sad to lose something I put some effort into, but you can never know how well things will actually play unless you experiment with implementation, and not everything works. So sometimes it's better to remove things even if you felt they were a good idea.
Also, here's something annoying: I recently got some wireless bluetooth headphones, which have a fraction-of-a-second lag which really interfered with the note input before (and made replaying Sindrel Song so bad I had to switch to my old broken plugged-in headphones). I don't know how common that is for wireless headphones, but maybe that would have been a complaint too?
Training Essences
In last week's post, I talked about how skills can be levelled up to boost their power, speed, or to add to max HP. Since ∞ way back in January ∞, when I was still planning for this to be a 'MARDEK Reimagining' called Divine Dreams rather than a prequel that could potentially lead to that, I also had something called Essences, which you got for clearing out monster species and which were the primary way of boosting characters' stats.
These have mostly remained in the game unaltered, until this week. You can actually acquire them now, as I finally added the species-clearing mechanics last week:
And now characters can only equip three of them rather than six:
Each one potentially grants bonuses to the six major stats: body (HP), attack, defence, light, dark, and the arousal value the character starts battles at.
They can also be levelled up! Code-wise, they use essentially the same mechanics as skills, but instead of gaining XP through use, you spend a currency called 'glitter', which you acquire by defeating monsters (no different to money you'd get from monsters in other RPGs).
Each level boosts the stat gains by a bit.
These levels are bound to the user as well as the essence, so if Collie were to remove this Somunculimp essence and give it to Savitr, it'd be level 1 for him.
I also have this video/gif of that, but while it's a fundamental mechanic, it's not exactly riveting to watch since it's mostly menu stuff and I've yet to add fancy effects where there should probably be some (the XP bars filling, a level up flash of some kind, etc):
This essence revision came about because I was wondering what to fill treasure chests with in the little demo I've been trying to refine. I have reagent items that are used for brewing potions, but I'd prefer those to be acquired through special placeables so it feels like you're harvesting them directly from the environment (this is one of several things I still need to add). So equippable accessories seemed the most sensible thing, especially since the functionality for those was already there.
I wondered whether any of these could show on the characters' models, since that's usually appealing. I didn't want the characters' overall outfits to be drastically customisable though, as how they look is important to their personality and the story. So maybe something like amulets? Badges? Medals? Little things which could be easily added and subtracted and which would share models between characters.
This led to wondering whether they could be little fairies or flying pets, since they wouldn't even need to be attached to the model but could still give a feeling of visual customisation.
But would these be found in treasure chests? Wouldn't that be odd, if they're living creatures? And why make them accessories when I'm already unsure about what I'm doing with essences? Maybe these could be what essences are instead?
Here are some concept sketches about how these little creatures could potentially look. At first, when they were going to be accessories, I planned a list of potential traits (Attack buff, Health buff, etc) and wondered whether each could be represented by a different kind of six-winged Zelda-fairy-like thing with an aster motif... though that evolved into these little ghost-like things which would all use the same model, but which would have textures to have them resemble the monster species that they're essences of. Pawnite, Somunculimp, Brigrrnd, and Psyclop concepts are shown here.
I feel that having little 'pets' like this that you can 'feed' glitter to might make cold mechanical stat growth feel more personal and alive. It rewards you for clearing out monster species, gives you something to aim for and earn, and since essences can be given to whoever you want, that gives an element of customisation.
Overall it feels like the culmination of years of wondering how best to have some kind of non-permanent user-driven level-up customisation and adding value and personality to the monsters that you fight in a neat and tidy way. I also like the harmony between skills and essences. So I'm pleased with this!
I still need to play around with making them visible on - or rather floating above - the character models, but it's not a high priority at the moment.
I've also wondered whether instead of instantly getting an essence after clearing out the last individual of a species (as is currently the case), you instead acquire some kind of key which can be used to unlock a fancy treasure chest somewhere in the environment. That chest would start a battle with a 'paragon' version of the monster species, which looks and acts the same but has boosted stats, and which might be surrounded by generic versions of its species. Other games do this (Final Fantasy XIII Lightning Returns - and I think XII maybe? - had something similar when facing the 'Last One' of a given species), it wouldn't be difficult to add, and it might make the essences feel more valuable and well-earned. Plus the minibosses might be fun to fight. But it might also just be some unnecessary extra steps. I'm not sure though; what do you think?
As I said last time, I need to start looking into how to handle a demo, or at least some kind of early alpha testing or something.
For the past few months - or however long it's been, time feels so weird these days - I've been trying to work on actual development for around six hours every week day. Some days I do more, some less, but I do usually get about that much done on average. I tweet about it where I can, but often there's not really anything exciting to show in a fancy image so I don't bother. "Today I spent six hours working on some menus and statistical formulae!" Who cares?
I'm going to stop doing that active development for the next week or maybe two, though, to focus wholly on figuring out what to do next. I feel that I've been tweaking the battle system constantly since it's so much easier to do something familiar like that than it is to venture into the unknown and take the next steps. But I do need to at some point or I'll never get the game out!
Instead of fumbling around blindly, I'll write a list of specific questions I don't know the answer to, then I'll try to answer them through research. I'll write another post in the Promotion category specifically about that soon.
I'd also like to spend the time making at least one practice video; maybe I'll try to make a video from this post and write another post to show it privately here before putting it on Youtube? The dwindling view counts here might make that less daunting. We'll see!
(Speaking of the dwindling view counts, I've also seen a drop in impressions on my tweets overall since the MARDEK Steam release: I got 132K overall impressions in May, 114K in June when MARDEK was put on Steam, then 37.9K the next month, 58.8K the month after that, and 53.8K this month so far. So it does seem to be because of that. So much for leveraging old work to help promote my new stuff.)
10 COMMENTS
astralwolf92~4Y
why keep the melody sound animation instead of scrapping it ouright?
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Tobias 1115~4Y
I've already put a lot of time and thought into the music-as-magic thing, so it seemed a shame to lose it completely.
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ReactionHeh1~4Y
Isn't this just the classic sunk cost situation? If you believe the game would be better without it (not saying it necessarily is) perhaps it would be a better idea just to move on.
Then again, I am a MARDEK fan. Moving on isn't something we really do lol
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Tobias 1115~4Y
I removed the musical mechanics despite that taking time to add and having some attachment to it, but I've kept the lore concept that characters can use magic through music. Removing it would take more time because I'd have to reinvent some things!
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MontyCallay101~4Y
The dwindling view counts are certainly a thing. It's interesting that it seems to give you a bit more confidence to experiment with new formats! Having a video series could be a valuable thing in promotion itself, since it may be more interesting to the "average viewer" to look at a video than reading a long rambly blog post. Imagine if you made a video like the popular ones from indie developers that you keep bringing up! That may have even been what gave you the idea in the first place!
Thinking about the videos and developer content that you've watched (though I realise that your mind, given to comparisons as it is, makes it difficult), what do you find most interesting? Probably less about details and intricacies of the combat engine, but perhaps more about the developer's story and the experience of making a game itself. During Sindrel Song development, if I remember correctly, the discussion of details only really started during testing, even if Sindrel Song is a much simpler game and you had a lot of other things to deal with at the time.
In addition to that, I actually think that the Divine Scenes thing you did was really great, and it got 500 views, which is a good start! If you made more of those, those could be really useful to promote the game. YouTube especially thrives on consistency, or so I've been told. Though surely making those regularly would be a lot of work as well! I can't help but feel for how many hats you have to wear at the same time while making your own games. Regardless, I feel making shorter, polished videos (even about the development process) would be another great way to draw and keep attention on your stuff.
One of the things that may contribute to the drought in interest is the relative dryness of these development posts - by now everyone who's really interested has already seen enough of the game that any given screenshot or menu will probably not bring a lot of novelty. Not that the details aren't interesting, but they're more difficult to relate to for someone that hasn't played the game yet! But regarding acquiring essences through a miniboss, I think that could be interesting! You might be able to add additional complexity to those fights, and they could be little puzzle-like challenges that really give the player a sense of having earned these essences, in addition to standing out from the regular (hopefully not too grindy) random monster fighting.
Also, to be fair, you probably shouldn't be measuring your success now by how much traction your posts got just before/when you rereleased MARDEK. You're probably getting more Twitter impressions now than back when you were talking about Sindrel Song! Of course it would be great if all the people who were interested in/bought MARDEK would become ravenous fans of the Atonal Dreams development process, but it doesn't seem unreasonable that there would be ebbs and flows with the attention that you got, especially closer to releases. It's about the people that stick around, and there seem to be more of those now than when you released Sindrel Song. It sounds like you are worried that rereleasing MARDEK made things *worse*! If you hadn't brought up MARDEK at all, the drought in interest that you are experiencing about now would have come even sooner.
I guess this comment ended up being mostly about promotion stuff! You wrote about Among Us a few days ago, and though I'm not particularly interested (though I have, as has apparently everyone, heard of it through the magic of YouTube and streaming sites), I did find this a few days ago also: [LINK]
How unexpected the sheer level of success must have been even to them!
There's so much going on that you want to do with promotional and community stuff that it seems really overwhelming! I like your approach to try to find answers to the specifics and tackle these things one step at a time.
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Tobias 1115~4Y
I've been adding a few devlog videos to my Watch Later list, so then I could go through them all at once during these next two weeks when I'm focusing on figuring out promotion stuff. So I'll make a note then about what they do and what I'm most interested in hearing! Creating appealing videos is a whole art in itself, though, on top of all the other things I have to do. I can write a blog post in an hour or two, but making a video could take days. It's hard enough editing enough video to make a 30-second gif! I'll at least give it a try though, see how the process feels, how feasible it is.
It's frustrating how due to the time everything takes, often there's nothing exciting to talk about for a long time, but I feel like I can't afford to go completely quiet either. A lot of devs I see on Twitter post on there way more frequently than I do, with very similar-looking animated gifs multiple times a week. Maybe fewer is better, but this is one of the things I'll have to look into over the next couple of weeks.
Here's a look at some Twitter stats - number of tweets and total impressions - from before and around the release of Sindrel Song (for my own curiosity as much as anything):
2019:
Oct - 19 | 26.5K
Nov - 18 | 22.1K
Dec - 72 | 90.6K (Sindrel Song release)
2020:
Jan - 53 | 85K
Feb - 56 | 69K
Mar - 28 | 48.9K
Apr - 52 | 66.9K
May - 88 | 132K (MARDEK set to Coming Soon)
Jun - 75 | 114K (MARDEK released)
Jul - 15 | 37.9K
Aug - 62 | 58.8K
Sep - 45 | 55.3K so far
So the total impressions are tied to the number of tweets, obviously, but the numbers around Sindrel Song's release weren't hugely different to the MARDEK release, though I tweeted more around the latter. I'm surprised by these stats; I thought I'd been tweeting way more over the past few months, but apparently not. I'll have to look into tweeting frequency and what's best.
I saw that Among Us 2 had been cancelled, which surprised me; things like that have been making me rethink my original plans for doing Divine Dreams as three separate games (if I can even afford to work on that at all). It'd be more sensible to make it one big game I spend years adding to. Though I'm also interested in making more streamer-friendly games in between Atonal and Divine dreams, maybe. I'm thinking about it.
I saw this on Reddit this morning: [LINK]
It's a graph that shows the game's sudden meteoric rise, with some landmarks; apparently the game's end of life was announced months before it exploded into success, and the sequel was announced once it started gaining traction but they changed their mind when it got even more traction. It's obvious that the Twitch attention is what led to the sales, though interestingly there are a few early Twitch bumps that don't seem to have increased the playerbase at all.
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Dingding32167~4Y
I like the idea of earning those flying imp things after battling an enhanced version of those in a treasure chest, seems both game and real-life logic compatible (if a lot of that particular enemy's energy were concentrated in that area, surely they'd combine to give that more powerful version??) You could even change each "spawn point" to not look like a treasure chest, though that would potentially be a lot more work. I also just always love little pets that follow people around, visually :D
I like the sound effect type magic and it seems to flow more smoothly, though I'm not sure whether the rhythm part is still part of the magic or whether you've taken it out entirely?
I also loved the descriptor for essences: "It's a hole in your soul. Stuff a monster in it. It's what most people do" HAHAH
I think counts will pick up again once you start having something playable/ releasing soon!
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Tobias 1115~4Y
I considered having the essence spots be visually unique to each monster, but that's unnecessary work, and having something like purple chests with golden trim that look different to the generic brown ones would allow players to think "oh, an essence chest!" when they see one and feel good about opening it, hopefully!
The point of the magic revisions was that I've taken out the rhythm input from before! Now reactions are exclusive to physical attacks, which makes sense since it means they challenge the player physically while magic is based more on runes/light+dark/elements so it challenges the mind instead, or something.
3
Falcon64~4Y
I like the idea of unlocking a "paragon" version of the monster, and I feel like that would add value rather than being an unnecessary extra step. Just receiving an essence for clearing the last enemy, which might be completely anticlimactic, would feel much less impactful than this, I think.
I absolutely adore the idea of the essences being equippable fairy-like versions of the monsters that you feed glitter to to level up! This adds a "monster-collecting" aspect to the game without detracting from the familiar RPG mechanics. I've also noticed that essences have a rune in the image you posted—do their runes affect anything?
While you're berating the fact that you spent the last weeks tweaking the battle mechanics, I do feel that those tweaks have ended up greatly improving the base mechanics of the game. And while that isn't "content", it is what the player engages with the most throughout the entire game, so it is imperative that the mechanics feel good and impactful. It is true that things can't be tweaked forever, as the game has to eventually come out, but the effort you've spent of this is very impactful and it was a mere two weeks, so in my opinion it was definitely time well spent.
One thing I want to mention is that the videos you upload here always take forever to load; it is a problem only with this site, and makes watching them difficult. I'm not sure what the cause is, but I thought I'd let you know!
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Tobias 1115~4Y
I was hoping to add some of the feelings of collecting monsters without transforming it into a fully Pokemon-like game, so I think I will give them forms and do the paragon thing for unlocking them!
It doesn't work yet, but equipped essences are intended to shift the character's base runes one step towards the essence's rune, which would be a consideration when deciding which ones to equip. They have elements too, but I'm unsure what to do there because ideally elements should be a simple rock-paper-scissors multiplier rather than something more fiddly like +5% Sorrow damage or whatever (like MARDEK had). There's a big bit of empty space at the bottom right of the menu where some elemental offence and defence displays were, but it all felt too overcomplicated.
I definitely think I've dramatically improved how well the battles play from the last few weeks of work! It's just frustrating how it's not exactly the most exciting thing to show off at this point. And I feel pressured to move forward and release something because of the drop in view counts...
I only noticed videos loading slowly here recently; they seemed fine before. It's surely because I'm hosting them on my site directly, because uploading them to some video hosting site is a huge pain... But the slow loading was frustrating me while proofreading this, so I'll look into what I can do about that.
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