Thursday, February 14, 2013

"Wanderlust Adventures" Developer's Log - 4

Please keep in mind that all of the images in Developer's Logs are for "Wanderlust: Adventures", a new title being worked on by Yeti Trunk, and are a Work In Progress; most of them are mockups or early prototypes.

First, we would like to announce that we have settled on a name for Wanderlust 2; Wanderlust Adventures.

Click to enlarge

This week and part of last week we spent working on the new Style Point system, which will replace the award system in Rebirth. We will likely create a video that will show it off in action, but here is a brief outline on how it works currently:

[1.] Players encounter a group of enemies, Style system flies on the screen.
[2.] Players fight said enemies employing strategy, earning badges similar to Rebirth.
[3.] Each badge has a Style Point worth, which adds to the Style bar on the right side of the screen.
[4.] The higher the bar, the higher the multiplier. It is very hard to get to a 5x multiplier (most will only hit 5x on boss enemies)
[5.] Fight ends, the total EXP and Tokens earned from killing the enemies is then multiplied by the Style multiplier your team earned.

There are quite a bit of neat things with this new system. For one, if a player dies, that player loses ALL of his individual points he contributed to the team, however, if said player is revived by a cleric, that cleric earns half of the points he lost for the team. With the ability for players to lose all of their contributed Style Points from a death, this should help level the playing field between higher and lower skilled players (If a player who isn't as good at WA dies, he is going to lose a lot less overall points for the team than if a player who is really good at WA dies).

I would also like to note the green bar under the players stamina bar. This is now an EXP bar, and will indicate when the player levels up, allowing them to earn points to distribute in skills! More on this later.

Please excuse the ugly repeated test background!


Matt also spent some time working on a room transition effect. Why a transition effect? Well, because the game is now open world (Players can go anywhere on the map assuming there is a road/path there), we felt it was necessary to have some kind of zelda-like effect to break up the room-based engine Wanderlust is built on. You can view a sped up .gif of this below:


Thanks for checking it out, we hope to have some more goodies for you guys in the following days/week!

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