XaiJu
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Sanura Title Art + Combat Changes

Wanted to share the new Sanura version of the game title art! In game as you play, the title screen will change between the party members every time you start up the game again.

Also while I'm here, I wanted to break down some changes to combat. As I've mentioned many times, combat programming is my weakness. That said, as we approach the final chapter, it was about time I addressed it and took a hard look at how combat will play out.

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So the big change is damage scaling. In particular I'm looking at attacks and spells being scaled off of 5 stats.

Attack: Base damage for both physical and magical attacks.

Agility: Base damage "scale" for physical attacks.

Endurance: Base damage "scale" for belly physical attacks + reduces overall damage by a small amount. (Replaces Defense)

Intelligence: Base damage "scale" for magic attacks/effects. (Replaces M.Attack)

Wisdom: Base damage "scale" for Damia's blessings attacks/effects. (Replaces M.Defense)

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Example: Leah uses power strike on an enemy

Current formula: "a.atk * 8 - b.def * 2" 

This means leah's attack score is multiplied by 8 and subtracted by the enemy defense score multiplied by two. The result is the total damage. Basic game formula but can result in overpowered numbers fairly quickly.


New formula: "A.atk + (a.agl * 2) - b.def"

This means leah's attack is the base damage but a multiplier of the agility score is added then is subtracted by the base defense score of the enemy. The idea behind this is to simplify combat to the agility stat as well as make it feel more meaningful. -------------------------------------------------------------------

So how much does this affect the general gameplay? Combat wise you will notice quite a diffrence but it is fast to catch on. The idea behind this is to give the growing pregnancy a unique feel in combat. As your pregnancy progresses, you agility stat will be lowered making agility focused skills weaker but your endurance will grow making endurance focused skills stronger.

Before you say that attacks are getting weaker the larger you grow, I want to mention that there will be some changes as well to skill costs. Normal skills will cost mana to use. Damia's blessings will cost power to use. Using regular attacks and normal skills will increase your pregnancy size in combat while using damia's blessings will decrease your pregnancy size as you invoke her power.

Overall it's a balance of maintain size, although there is plenty or room to develop characters to either be constantly at max size or constantly with a small belly should that be your play style. Each party member will gain 10 new skills which will be aquired as you level. Level 50 will be the last level cap to reach new character skills, although you can continue to level well past 50 for extra stats.

Leah's skillset will be focused on Agility stats mostly
Valorie's skillset will be focused on Endurance stats mostly
Sanura's skillset will be focused on Intelligence stats mostly.

As I mentioned, most of the new skills focus around particular stats however it isn't that stat across the board. For example, Leah will have some skill attacks that scale with Endurance which means it grows more powerful as her belly grows larger. Alternatively, she also has a skill to boost her agility beyond it's normal limits, allowing you to still take advantage of the agility skills even with a large belly. The idea is that with a large belly, it becomes difficult to perform complex attack maneuvers, yet endurance based attacks are not quite as powerful as agility focused attacks.

In the case of Intelligence, you will be able to learn attack spells from vendors across the world and use them to your advantage should you not want to focus on physical combat. Each enemy in the game has an elemental weakness and playing your spells right could land your more damage than usual. This also means that Leah can equip a staff as a weapon should you want to go that route.

Wisdom is the final stat which scales certain damia's blessing skills as well as crystal skills. In the next build you will aquire crystals across the world granting you unique powers. These powers will generally be scaled by your wisdom stat so should you wish to use these boons to your advantage, make sure to boost your wisdom.

To end this, I'm still in the testing process but wanted to give you a heads up on what to expect. Things may change should there be issues with this setup as well. Should you have any ideas on unique skills for the characters, I'd love to hear them. Thanks!

Sanura Title Art + Combat Changes Sanura Title Art + Combat Changes

Comments

Looking good! (I figured out the bug as to why I'm not getting Leah's gab for power 300-400, apparently the files are missing. I found the ones for the other power levels, but those aren't there. Dunno how that happened. lol)

Keter

There's a lot that needs to be altered about combat and the way power is gained if you really want it to be balanced, as it is the game is almost difficult in the beginning and laughably easy by half way through chapter 2... not that anyone is playing it for the combat. I would recommend adding a slight MP and HP recovery outside if battle (like the ones you get from some items but weaker, stopping every few battles to chug potions or go back to town is a pain), make sure that the taunt works on most/all enemies, put a hard cap on power gathering rate while walking around (I get 5 seeds every few minutes just walking around) and increase the power of magic attacks in general if you are working on balance or combat. But the most important thing to add and work on is just the art... mostly just adding more of the same quality you've been making, what you've put in is already is very good. Personally, I would prefer additions of more artwork for the differing expansion types (eggs, different seeds, milk, etc) and different armors/costumes for the 3 mains and more redrawn side characters with more stages before extending the story to other areas.

Timeshark


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