Progress Report for December
How is everyone doing?
This year is almost over.
“What? Already? No way!”
I can practically hear the screams of disbelief. I’m in the same boat.
What I accomplished this month:
- Completed the continuation of last month’s action creation.
- Finished adjusting the visuals, sound effects, and impact of actions.
- Completed 80% of the ability adjustments.
- Continued bug-checking.
General Thoughts
Actions
This month continued to focus on actions. Finally—after months of effort—I’ve managed to tie things up. Unlike last month, where it felt like the end would never come, I’ve succeeded in wrapping up the creation of all magic actions and balancing them to a satisfying degree.
While I’ll continue to make small tweaks as I playtest, I don’t expect the overall balance to change much.
Over the past three months, some of the magic I showcased has undergone visual changes, transformed into entirely different forms, or been removed altogether.
There are also several completed but underwhelming spells that I decided not to include, spells whose concepts couldn’t take proper shape and were scrapped, or dozens of ideas that were promising on paper but abandoned. These leftovers are piling up. Hopefully, I’ll find a way to reuse them someday.
There’s still some fine-tuning to do, like adjusting the power of attacks triggered by abilities (e.g., follow-up attacks). Next month, I plan to wrap up that work before moving on to other tasks.
The magic that resisted final decisions until the very end was especially tough to deal with.
Balance Adjustments
Balancing factors like DPS, MP consumption, recovery times, performance differences based on when magic is learned, class-specific flavor, and differentiation in additional effects has been challenging.
Honestly, I feel like the cooldown-based system for special actions (SA) made adjustments easier.
Ability Adjustments
A while ago, I revisited abilities’ performance. Originally, there were stricter limitations on abilities tied to each skill tree. However, since the concept is to allow players to freely explore different builds, I loosened those restrictions.
For example:
- Changed effects like “Boosts knight magic power when doing X”
→ to “Boosts all magic power when doing X.”
I plan to continue focusing on this approach in future adjustments.
Plans for Next Month
- Finalize ability balance adjustments.
- Focus heavily on developing later-stage content, especially maps.