- Apr 26, 2021
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Wow- those art assets for your maps look amazing! Also so many intractable icons to click!
I see you hearts icon in the forest
I slacked long enough about funding you guys.
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Wow- those art assets for your maps look amazing! Also so many intractable icons to click!
Hehe, you have a good eye!Wow- those art assets for your maps look amazing! Also so many intractable icons to click!
I see you hearts icon in the forest
If you've joined the team's Patreon then don't hesitate to shoot us a message, so I know who you are. We all have access to the account, but it's me (Frenzin) who usually checks the messages and handles updates and feedback.I slacked long enough about funding you guys.
No, we don't have any of the combat UI art finished. We're focusing on working through quests and lewds for the time being - combat is its own beast, and requires not just a UI, but icons for spells & abilities & items, as well as combat miniatures for enemies (and the party). There's no way to develop it concurrently with everything else... I mean we could, but it would slow things to a crawl. And then it needs a crapload of testing to ensure it won't conflict with other systems.Was a teaser for the battle interface ever released?
Yeah, turn-based fights pitting your 6-(wo)man crew against enemies. There's actually a combat scene mockup in my sig here - I don't know if you can see it, maybe you have them turned off? It's the right picture (party vs. golem) - click on it to get a fullscreen image. That's basically what it's gonna look like -- combat minis atop hand-painted backgrounds, depending on which biome you're currently in -- but with a battle UI draped over everything.I assume there will be some form of combat right?
Planned. All of it. Casters get magical stuff, martial specialists get martial-themed perks, and weapons have their own combat maneuvers (ex: equipping a greatsword gives the character wielding it 'Cleave', which is an AoE attack). Our scripter designed everything to be really crunchy (he's a mega-nerd), we just have to get around to working on it... But that's always the rub, everything needs custom art, so there's a queue which dictates what gets worked on. Like I said, right now that's quest content, NPC portraits, and lewds for the prologue areas.What about standard RPG mechanics like skills trees?
Will not lie- I'm pretty obsessed with lady-goblin content. I love these goblin-gals looks! Hopefully one is a companion!Some goblina face concepts... Our lead artist does a bunch of sketches before moving onto line art and coloring.
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Can't go wrong with shortstacks! Especially spicy ones like goblinas!Will not lie- I'm pretty obsessed with lady-goblin content. I love these goblin-gals looks! Hopefully one is a companion!
Yes, but she's not in the intro areas. You run into her later on in the game.Does the game still plan to include a slime girl party member?
I may have missed this in one of your other posts- but will unwanted items be used in an economic or crafting system? Or are we swapping them in and out depending on which ones we find most utilitarian? Either way is cool- just curious to know ^_^Another pic, this one from a rich loot node... The amount of items generated depends on the type of node...
This applies to everything from weapons, to armors, to potions, scrolls, and miscellanea like crafting components.
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Perfect answer! No further details needed! I tend to read the mechanical ones as well since I find the systems in ToLLA rather inspired compared to other games in the genre- but yeah, I can definitely see how their specific details can be a yawn fest to those less interested in what is 'under the hood.'I'm not sure what you mean by 'unwanted items'. Vendor trash miscellanea? Low-quality weapons?
Because we have plenty of both!
The TL;DR answer is yup: either sell old gear to merchants, pass it down to other party members, or disassemble it.
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