Tiny Mystic Devlog #7 – Overpowered Designs!

Let me start this devlog by saying that having a proper place to work is key to success. I usually have my computer on my lap while I sit on the couch. My mouse doesn’t work well on the couch and there’s no room for an external monitor. I’ve never really said it, but I believe one of my biggest issues with getting work done was not having a proper place to work. Well, I am proud to say that this is no longer an issue! I got this nice mini desk and the height can be adjusted so it can be sitting or standing desk. This was a purchase that was long overdue and I am so glad to get rid of my old desk that I’ve had since I was nineteen.

(My new setup and my pups!)

Now you are probably thinking that I got a lot done since I got this desk? Well, then you’d be thinking right! With the targeting/selection loosely implemented, I quickly pieced together the remaining flow of battle. Once you’ve selected your target it’ll go to the resolution step of the turn and destroy the target. The reason for this is due to the fact that I haven’t done formulas for damage calculations or implemented enemy AI. Until those get implemented you can run into a battle and mercilessly destroy your opponent.

(Seems a bit overpowered)

Once I finished with that  I decided to take a break from development and work on some design. I started jotting down rules and ideas for the battle system, which I am calling the TG (Tiny Gear) System. I started by imagining what stats a combatant would need and how said stat would affect the battle. For example, there is an agility stat that affects evasion & turn order. I’m at the point where I think I am ready to implement this into the game. I think the TG System has potential and once I play around with it I can work out the kinks.

(Breakdown of stats as of now)

Before I end this devlog I want to mention that I’ve also started working on Tiny Mystic’s plot. I may write a separate post about some of the planned story elements, but I like how it shaping up. I want the game to have a fairly light, but mature tone and not be linear and I believe I found a good way to do it. Unlike Mystic G, I am not telling some highly involved complex plot and I am at liberty to have more fun here. I seriously can’t wait to share what I have, but that is all I have for this week. We are almost at the 10th devlog!!

 

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