Great! Thanks for the link!
Armond_Rivera
Creator of
Recent community posts
Currently working on implementing status effects, so far I've laid the ground work out for each ailment that will be in game. So far I have poison set up for the player, and now need to set it up for enemies.
I also finished the shop menu, so now I can put a shop anywhere I want in game.
Really sorry for anyone curious about this game, I've been trying to take both my cats to the vet, nothing serious they just need their vaccinations updated. But hopefully I can get back to this more.
Hey, its been a while since last post. Unfortunately work has been making my sleep schedule shift a lot. BUT, I do have some new stuffs for today.
Here is what the Chaos Labyrinth area looks like as of now, I plan on adding some more effects and stuff later. The particles you see are the encounter zone, where it will start a fight with a randomly chosen enemy group, after which you'll return here and continue on to the next floor.
I also have the new shop menu nearly ready, I just need to make an NPC to open the menu when you interact with them.
The buy and sell menus are pretty much both the same thing (visually).
The only menu that looks different is the Quantity menu after you pick an item from either menu.
Here it will just display the chosen item, the (cost/sell rate), the amount you want to (buy/sell), and then the total amount of gold shards it will (cost/sell for).
I'm also working on some balancing that needs to be done for some enemies, such as the Man-Eater Flora, and Niddhogling. I also decided that it would be a good idea to add a new mechanic to battle victory. I've noticed that players can be nearly out of stamina after a battle, so I added a stamina reward to the grading system. This will allow battles to be less tedious when entering a new battle and having to spend your first few turns restoring stamina.
These are the current rewards for each letter grade:
S+ = 50% of max stamina recovered
S = 40% of max stamina recovered
A = 30% of max stamina recovered
B = 20% of max stamina recovered
C = 10% of max stamina recovered
D = 0% of max stamina recovered
With this it should help with making grinding less of a chore, and be quicker.
I've already finished charting the values for each level up to 25 so far, all that's left is to make some new spells, and new items too.
This is all I have for now, once I finish Chaos Labyrinth I plan on beginning work on the other 3 party members, then I'll be starting work on part 1 of story mode.
I've also been thinking of making a discord server for anyone who wants to try out new builds of the game, and give feedback so I can improve things before uploading it to the download page.
Now that the demo is ready, I'm gonna start working on the Chaos Labyrinth mode. The mode will essentially be just an endless mode where you will get randomized encounters, with a shop every 10 floors to buy items and new weapons.
If you wish to learn more about this mode, then you can visit the game page to see a new post that I made going into detail about it more.
Game will be up a little later today! Just doing some spell checking on the game page.
Edit: Here it is incase some people clicked last page https://armond-rivera.itch.io/seekers-aldric
Okay so I found another editing software for when I record some gameplay to post here, and i've gotten a hand of the basics in it so far.
The tutorial is almost done I'm just triple checking to make sure it's good to go. Here's looking to posting the full game next weekend, as long as no new issues come up.
So, apparently the editing software I was planning to use only had a limited time to try it, so now I need to find a new one that doesn't have a paywall.
Anyway, I was in the middle of making the timeline based tutorial but I had a better idea, I could just make a coroutine system that waits for specific inputs to be made by the player, it would be a lot easier to manage too. So I scrapped everything done for the timeline tutorial I made and got to work on a coroutine that will handle everything in one run.
The only issue I have right now is how to have the player be limited to specific movements. I'm still working on that solution, but I'm sure I'll find one.
Hoping to get this done within the next 2 weeks so I can let all of you try out this little adventure.
Okay! So I believe I got all game breaking bugs, at least all the softlock ones that would occur in combat. So now I'm just in the middle of trying to figure out how to incorporate a tutorial into this game. Since it is a turn based rpg I was thinking that I could use Unity's Timelines in order to create a sort of mock battle, where it will wait for specific inputs from the player before continuing. If anyone can tell me if this is a good idea or not I would greatly appreciate it, and if you know a better way of doing this then I am fully open to your suggestions.
I know I've been lacking on footage for the current state of the game, I've been trying to learn how to do some editing so I can make the footage more clean, instead of just relying on only OBS recordings done in one take (So don't worry I'll have some footage out soon).
Finished the adjustments to UI. Still working on balancing enemy stamina usage (The main problem is that they keep spending it all instead of taking a break to refill it, it's just a matter of finding the right amount for attack cost and their stamina capacity).
Other than that, I'm hunting some music for the mining area, for the credits, and music for a battle victory. Having some trouble on the last one, if anyone has any suggestions that are royalty free, I'd really appreciate it if you shared them.
Finished putting items in the areas. I had to go back and change some stuff because I figured out a better way to track what has been picked up better than what I was doing before. Right now I'm putting spells together, here's a couple I have done so far. BTW These animations aren't by me they're made by Pimen https://pimen.itch.io/ who has a lot of amazing magic effects that perfectly capture what I wanted to go for, I just adjusted some of the coloring and added an emission layer so I could use the bloom effect on them.