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Weekly Update: Intensity Stars
3 years ago486 words
A (relatively) quick one this week! I've been working more on the music system, which involved making decisions about the 'intensity' system that alters the background music and adds multipliers to damage delivered.
I lost of couple of days due to illness this week, though I did twice as much work as usual on a couple of others, so it mostly evens out.
I've been sorting out technical issues with the 'Dynamusic' system, which is all working as intended now! Not really much to say about it, though, despite the time it took to get right.
One part of that involved sorting out the
intensity system I talked about maybe last week or the week before. Previously it used a float value ranging from 0 to 1, but I've changed it so that it's now an integer value represented by coloured stars at the top.
Inflicting damage increases intensity by a sixth of a star, and other events like any combatant - enemy or ally - dying adds a whole star (6 points). Some skills increase or decrease the intensity, typically by a number of whole stars.
When the intensity falls to the blue range, the music becomes calmer, and all damage delivered to anyone is halved, except for healing, which doubles in power. If intensity rises to the high end, the music becomes more energetic, and all damage delivered is multiplied by 1.5.
I've been too busy coding to know whether it adds anything meaningful to combat and whether it's fun to play with or not, but I'm thinking having some means to alter the background music would be appealing. We'll see!
Next, I need to go back over the intro and integrate this new system there. I've coded the music system such that this shouldn't be
too difficult, but I'll need to change some bits.
The first battles have you control Blight Wolf Collie wielding a sword rather than a musical resonar, but it's probably important to introduce the basic rhythm mechanics right at the start. As I described and showed in
∞ a previous post ∞, the reaction system's been replaced by these prompts which correspond to barlines in the music, and your skill is enhanced if you press down on one, and release on the subsequent one.
So I'm thinking that in the intro, Collie might have a skill called 'Howling Slash', or something, where she howls like a wolf to create a melody. The first battle is against the helpless Preyloot, a representation of the 'prey' she hunted as a Blight Wolf, which doesn't attack. So maybe Howling Slash would fail to connect if you didn't hit the prompts correctly, meaning the player would have to figure that out successfully in the first battle, with no penalties as they familiarised themselves with the system.
Hopefully I'll be able to get that done next week.
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