Demo Updates: Zex added to the Game, New Monster Concepts + First Monster Done, Completed Game Intro, Completed Faraway Fields, Moving on to Small Narratives and Quests, Updated Camera


It’s been an extra month, but my absence of an update last month comes with great news of even more productivity!

So without further adieu, let’s get caught up 😀


New Character Zex

Zex the Lifeblood Mage Prodigy has been officially added to the demo fabulousness and all!

Zex will feature about 4 abilities from two available classes intended to be in the final game.

Scholar Class

His first class being his Scholar class which focuses on his ability to improve the potency of the Lexicon that he casts.

He does this by summoning Codex which are magic books that when summoned, will bolster the Lexicons of select elements.

Codex are broken down by 4 major categories, Earth, Sky, Heaven, Hell.

Sage Class

His next class is his Sage class. The sage class uses Mantras which allow Zex to cast basic Lexicon spells but with completely different properties and effects.

This includes the ability to strip the elemental nature of Lexicon and use it’s raw force as a means of damage potential, or to bolster it elemental nature by double in order to deal double damage to susceptible foes.

This class focuses on toggle-able active abilities that provide Zex with various benefits regardless of if they are toggled on or off.

New Monster Concepts and First Monster Completed

Our first monster in the game the Cheruba has been created!

I don’t want to spoil anything at the moment, so you’ll just have to see them when you play the game 😀

Otherwise, we’ve already drafted some interesting concepts for other monsters including monsters that heal you or attack you when they feel like it, monster that are immobile but are dangerous if you get too close, and other interesting monsters that can curse a player if they write a characters first name down of cursed paper (watch out Zex!)

Updated and Complete Game Intro

The introduction and entry tutorials for the game have been created, updated and considered complete as of this moment.

There will need to be some testing done to make sure that their are no bugs, but otherwise, we now have a solid intro to the game that bridges the early story explanation portions and lead the player right into the world of Terminus to be explored at their leisure.

Future updates to the game may influence the tutorial to some degree, but not much at all if any.

Completed First Game Area Faraway Fields

Faraway fields has been completely built from scratch and completed with multiple rounds of quality checks and bug fixes.

The world feels pretty good to travel through at the moment.

Each section is relatively small and may contain a secret or two.

Different areas will be different sizes and Faraway will be an example of the largest types of fields that will be featured in the game.

Highpeak will be much smaller than Faraway.

All that remains for Faraway Fields at this moment is to add the Secrets.

The town, player home, and Herezal’s cathedral have also, all been completed as of now.

Moving on To Narratives and Small Quests

So now that I’ve finished many major techincal bugs that were affective the game, I am now in the process of building out the quests and secrets for the game.

The demo will feature about 26 different secrets ranging between 4 major categories.

These categories are:

  1. Mini-Narratives
  2. Shrines
  3. Challenges
  4. Hunts

We also have some sub categories that include:

  1. Trade-Ins
  2. Relationship Events

Without going too much into detail, here’s what to expect:

  1. Mini-Narratives will be what people may consider “side quests” I call them Mini-Narratives, because they aren’t like traditional side-quests which I find often don’t tie into a game’s main story, or add any real contribution. Mini-Narratives are different in that each one offers the player choices and mechanics that will influence their experience/options for the remainder of the play-through.
    1. An example of this includes meeting a Divine who gives the player a choice of being able to find secret passages scattered throughout the world, OR the ability to see ghosts.
    2. Each option has it’s benefits, but by choosing one and not the other, the player will be able to experience things through one that the other will not have.
    3. Mini-Narratives also serve to teach the player more about Terminus, including what it’s like to live there, what kind of people there are, how people live life, and other elements such as death, family, romantic relationships and the like.
    4. Some Mini-Narratives will also provide situations where the choices you make in some will affect the choices or consequences of others. Because of this, feel free to explore the different paths and decisions that you can make.
  2. Shrines are special areas where an Angel or Demon Divine will grant a player one of many offered powers that they may leverage for the rest of the playthrough.
    1. The difference between the options offered in Shrines and the options offered in Mini-Narratives, is that Mini-Narrative choices have more potential to influence the players future options and game-play mechanics while Shrine benefits are a bit more simple and don’t offer changes that are explicitly game changing.
    2. An example would be a Divine that offers you  the choice of 20% heal potency from healing spells, 20% heal potency from potions, or 10% increase in natural HP recovery. These changes are useful for the game, but don’t have enough impact to influence the overall experience
    3. Over time, with all the choices the player will be given, you can create some interesting combinations of blessings
  3. Challenges are similar to the old legend of Zelda secrets where you traverse a small labyrinth or such for treasure. The major difference being that in Challenges, they are often tunnels that contain branching paths that you may only go down one. Once you go down one, the other’s are made unavailable for the remainder of the game. So choose wisely 😀
  4. Hunts are more straightforward, they are special Sin monsters that need to be defeated by request of a troubled soul in Terminus. The big mechanic with these though is that by defeating a hunted monster, you receive a special item called Sin Essence.
    1. There are two Divines that want this Sin Essence from you, and each have a myriad of items that they are willing to give you in exchange for the Sin Essence.
    2. So it will be up to you to decide who you want to give the Sin Essence to. (This is one of the Trade-Ins)

I’m really focusing on making the Quests interesting and fun for the player, so they’ll be taking me some time to complete, but not too much in comparison to other technical stuff I’ve had to (and still have to) work on.

Otherwise I’m still Chugging Along

  • I’ve fixed up the games camera system so the camera works amazingly now.
  • I added a new dynamic layering system that automatically switches the layering orders between characters so that characters closer toward the top of the screen are assigned a lower valued layer than characters towards the bottom (to give a more realistic illusion of depth between the player characters) Because of some limitations I won’t be doing it for NPCs or monsters right now.
  • Redid some areas of the Pantheon Of Time Dungeon
  • Added many new NPCs (with finalized art) to the town of  Terminus
  • Added many dialogue strings to various NPCS
  • Some battle system tweaks

This Month’s Goals

  1. Get all quests and secrets outlined with about 1/3rd – 2/3rds of them put in game
  2. Implement Orsus into the game
  3. Receive the artwork for Highpeak and Build it out 100% (like Faraway is now)
  4. Maybe get the Entrance to Pantheon of Time Dungeon Complete
  5. Recieve and implement more new NPCs  in game


That’s it from me for now!




Thomas Williams

Author twill14
Categories Uncategorized
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