XaiJu
prostochel2002
prostochel2002

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Progress Report 29

Greetings. It's me.

This week, I've been working on Aster's passive skill tree and actually implementing a big part of the passives - designing new ones, redesigning two-week-old ones, and trying to make the whole thing make sense. Not only as a skill tree for a battle unit, but also as a girl getting corrupted and loved in an H-game... So this is a tricky one, especially when it comes to weaving corruption, its traces, and its causes directly into the tree.

I didn't mention this earlier because I thought I'd quickly come up with solid solutions anyway - and I somewhat did, though not for every single skill node yet. On my (intentionally) low-quality picture you can see three main colors, each representing a stat - nothing unusual there. Green (heart?) for dexterity and long-term alignment toward supporting Mentor, blue (crescent?) for intelligence and being Hero's support, red for strength and being able to solo the dungeon, white for some common/neutral/general passives, and other colors for hybrid passives.

The challenge is making at least half of these nodes carry a drawback - something that makes Aster a bit more vulnerable to "exciting situations". Honestly, this turned out even trickier than avoiding accidental suspicious "shuriken-looking" patterns when placing the nodes. I know I shouldn't spend too much time polishing this stage since feedback will inevitably make me rebalance and move things around, but I just can't leave them as simple "+1 STAT" or "+3 ATK", nor as blunt as "New rule: now Mentor can officially penetrate Aster so she learns magic faster. +35% Spell DMG". Even if I decide that some passive isn't worth taking a skill node in the tree, in the middle of implementing it or after, I'll probably move it to an equipment item passive effect.

Next week, I hope to be finally satisfied with Aster's tree and finish Hero's tree as well - which feels a lot easier. After that, I plan to test a couple of new ideas I've come up with to make Delve gameplay a bit more varied and unpredictable. Still mostly punishing... but sometimes rewarding!

That's all for today. Thank you for your support. Until next time!

Progress Report 29 Progress Report 29

Comments

Definitely hyped for these changes! Loving this project thus far ❤️

LSDSeal

it surely is low quality prosto, the skill tree looks awesome and the game on longer runs are hard to finish without a bit of luck so +1 ATK sound already good but thats balancing and some would prefer a more accessible experience, anyway always glad to support u bro

WeedLawyer

I can just about read a few of the words and from what I can gather, the various effects seem pretty cool. can't wait to see all this in action.

literally cheese


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