An RPG game unique employing elements of strategy and action!
Good day everyone, this is the first development log for Juno RPG. Since releasing the demo, multiple changes have occurred with regards to the game UI, maps and skills.
First to discuss would be the UI reworks.
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The inventory scene as seen in the demo version of the game is rather annoying in that the item data window covers up the player status window making it hard to see what items you need to and don't need to use. Whilst still in progress, the scene rework also comes with an inventory limitation which means that you can't exactly run around with every single item in the game on your person at the same time.
This still needs more work to be done on it as development move towards centering the game more on a progression focus of crafting and relationship building.
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Next would be the menu. In the demo, when the menu is called, everything still progresses as normal which leads to certain bugs. The new menu scene changes this by allowing players to quickly be able to take a breather whenever and wherever they can.
From the menu, already discussed was the inventory above, so for status, it remains more or less the same as it is in the demo version with a modification towards the rune system parameters and zero stat penalties.
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With no penalties to having zero (0) stats, a player would have been able to make hilariously lopsided builds which maximized attack and speed whilst having no guard whatsoever. This has been fixed and now, if a player has too many zero stats, they may find that all other stats begin falling towards zero no matter how many [+] runes they add to their board.
It is still possible to make max power characters but in the full version, this requires creativity.
[img]{STEAM_CLAN_IMAGE}/40500559/83417a5c5ba47d0320c71d5ddf8a511d5ceb670b.png[/img]
The battle scene is a topic of discussion. Development has progressed towards ironing out bugs for the arena adjustment and arena area stealing which means you can use skills to modify the battle arena to your advantage and seriously lay on the hurt on enemies.
Do be aware that not all bugs have been smashed yet and this is still a successfully on going process.
Next would be the exclusive summoning skills which allow you to have one ally with you on the battle field until they die or expire. They may not be the most intelligent helpers but their assistance may prove extremely beneficial nontheless.
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Lastly would be the maps and story (First layer). The reason why it is, story-first layer, is because it is confusing to simply toss players into an open world and tell them to find it and as such, the story will be written with first a focus on unlockable areas as the first layer and missions that direct the player on the second layer. The subsequent layers will be considered as development progresses.
Special thanks to these resource creators for making this possible:
- whtdragon
- hiddenone
- Avery
- Pearsona
- RavenBlackBird
- AlephNull
- Jack Saintsworth