Universal Adventure To Fate Lost Island - Accessible RPG [Pre-Order March 1st]

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  1. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
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    Phoenix
    Update 37.

    Here is a class preview for the Rogue which will be included in the 3rd beta. I figured I would post this while I wrap up the update over the weekend and then I will post a large update/changelog.



    Rogue Class

    Starting Skills



    Rogue + 5 shadow damage +5 Shadow Resist

    Sneak - A buffing skill that grants an extra attack.

    Stab - A physical attack with a large random factor and 25 percent extra Shadow Damage.



    Tier 1 Active Skills - 1 Skill Point (level 3)

    Blind - A debuffing skill that lowers enemy agility : 5 and raises fizzle chance : 10.

    Mark for Death - A debuffing skill drains 15 HP every round.

    Venom Brew - A buffing skill that increases poison chance and damage by 10. Adds an extra 5 earth damage.



    Tier 2 Active Skills - 2 Skill Points

    Ambush - A physical attack with a large random factor and 50 percent extra Shadow Damage.

    Impale - A physical attack with a large random factor and a 10 percent chance to Stun.

Toxic Strike - A weak physical attack that always poisons.



    Tier 1 Passive Skills - 3 Skill Points

    Way of Shadows - A passive skill that gives 10 Shadow Damage and 2 Resist to all Elements permanently.

    Silent Focus - A passive skill that gives 5 percent Critical Chance and 5 percent Stun Chance permanently.

    Poisoned Mind - A passive skill that gives 10 Poison Damage and 5 Earth Damage permanently.



    Tier 3 Active Skills - 3 Skill Points

    Assassinate - An all out assassination attempt that includes 50 percent extra Shadow Damage.

    Incapacitate - A debuffing spell that lowers enemy stamina : 1.

    Toxin Mist - A thick mist that poisons all enemies that includes 50 percent extra Earth Damage.



    Tier 4 Active Skills - 4 Skill Points


    Shadow form - You become one with the shadows and raise your Agility Wisdom and Luck by 4 and Shadow Damage by 12.



    Vampire Blade - A physical attack that leeches 50 and heals percent damage and adds 25 percent extra Shadow and Earth Damage.

    Assassins Brew - A buffing skill that raises poison damage by 50 Earth Damage by 10 and adds 2 rounds of poison.
     
  2. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
    1,273
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    Developer
    Phoenix
    Update 38:


    Large Changelog of mostly fixes and some new content while getting ready for beta 3.


    //Fix barricade sign 1 image file.

    //Change controller image for first zone maybe all zones?

    //Oak armor crate opened is too long.
    //Maybe change name to just oak crate? And description will say it’s an armor crate that has 1 thing in it?


    //Add sapphire rune to chest

    //Color on skills when looking in skill tree lookover passive shouldn’t be red. Make sure when looking over skills always to remove red from both type and cost.

    //Add emerald pouch as a drop. (Chance between the emerald items)

    //Add fruit pod (random drops from search plants and Living Sprout npc)

    //Rotting elder can spawn rotting sprout which can spawn others replacing the elders drops. Make new spawns that don’t replace elder. (Now rage and soothing who don’t spawn others)

    //More exp for elderwood and druid bosses.

    //When earth gem and water gem get added to battle rewards they flash in. Do a direct image replace first and then change the flashing too.

    //More exp when searching and finding. 3x to 5x.

    //Update the earth reward skills. For finishing zone
    Sludge Strike
    Sludge Shot
    Sludge Beam
    Regrowing Life
    Thornskin
    Blessing of Earth

    //add backup gear with fire resist in the shop with level restrictions and poor stats.
    Tungsten Boots - 14
    Tungsten Gloves - 15
    Tungsten Cuffs - 17



    //Add in extra damage as you go down in fire zone.
    25 for upper chamber
    50 for lower chamber
    75 for core chamber

    //Update burn damage messaging



    //Make sure white items always show. In shop. Maybe even change the code to include always.

    //Bat skin belt needs to be black.

    //Plume bats need slightly more damage and higher agi.

    //Make ink scorpion 2 attacks. High agi. High damage. High block. High ac. High crit and crit chance.

    //Ash droplet more reflect damage.

    //Raiders pack. Have some items in it.

    //Parrot crab and scorpion all have same image for a skill need to change atleast 1.

    //Maybe just 1 ink scorpion on boss.

    //Shadow scorpion needs to be stonger.

    //First sign in hidden room. Doesn’t have a picture. Do the if no image or w0 or nil then use rtile2

    //Make items for choose your treasure.

    //Change containers to have an option of 5 items.

    //More exp on top lava floor maybe a bit more exp on searching towards higher levels. Maybe a bit more exp on jungle npcs too.

    //Update crafts for jungle zone

    //Update crafts for volcano zone

    //Make rock swallower and magma slurped harder

    //Add skills, element, drops for lower chamber npcs
    //Update volcano npcs for drops.
    //Update volcano npcs for element

    //Remove extra flashing signs in all areas.





    ??You found idol of protection should show the idol image? Floor 7 room 4.

    ??make sure elemental resists and damage cannot go below 0. Should be added watch.

    ??You found idol of power in the jungle doesn’t have an image.

    ??When finding a Zone Gem background comes in late
     
  3. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
    1,273
    153
    63
    Developer
    Phoenix
    Update 39 - Another long changelog getting ready for beta 3 this weekend.



    //Do a scroll for background of player stats.

    //Change 3rd stam to 14

    //Make it so you cannot add runes to vault.


    //Maybe not certain containers either.

    //Make vial of the cobra level 10 potion.

    //Maybe instead if rusty ring have a water damage ring?

    //Coral ring? Find from crabs and pirates?
    //1 ac 1 water damage.

    //Pirates amulet should be blue.

    Merman? Class. Water spells healing songs
    Maybe a race? That is unlocked with the code from message in a bottle found.

    //Fixed problem where if you leveled up after a battle rooms would not be refreshed.
    After seeching first brown flower to west of jungle area the flower doesn’t go away.

    if(leveledWithPoints == 1)
    {
    [self refreshRooms];

    //Made idol forges into look open then into forges so you get visual and message.
    //Weapon forge in jungle is staying flower?
    //You found an idol of power. Should switch to idol image then show idol image blinking with flower? Or just idol image?

    //Do it like look open or whatever is happening on the teleport showing after uncovering.

    //Fix looking over portal after opening it? However if you search again to use it it just shows the idol with no writing (maybe say something like you are teleported to another location)

    //Fixed bug where when looking over an item that you got from a container it would try to give stat boost and not the item.

    //Item name label was getting changed in ice pixel instead of Mormo change it back

    //fix getting message you have found the earth gem when you have not. When going to npc on the right.

    //After you use forge change image to black eyes

    //First and second drainage grate quotes need removed.

    //Second time searching and looking at blockade the image does not show up.

    //When using a rune it adds to element damage but not wis. Also the item doesn’t go away.

    //When you enter the gem room with a gem make the pillar flash? Maybe even make the preceding room flash.

    //First time talking to shop guy after you place the first gem it pops up as saying you have the earth gem when you don’t.

    //Gem goblin on left in jungle doesn’t have any story or any anything.

    //Make toxic strike do extra earth damage.

    ??Maybe seeing too many blue items in shop? Check to make sure that is working

    //Remove to use this item from treasure map.

    //Make new direction pad that fits theme with bigger pixels. Use button templates.

    //Jungle ruins floor 13 doesn’t have correct floor desc.

    //Add in indicator for where to go next. 

//Start of cove area

    //Inside gem room

    //After you get first gem.

    //After you get second gem.

    //After you get third gem.

    //Start of volcano area

    All Zones Fixes

    //Fix barricade sign 1 image file.

    //Color on skills when looking in skill tree lookover passive shouldn’t be red. Make sure when looking over skills always to remove red from both type and cost.

    //Remove extra flashing signs in all areas. (Watch they still work)



    Zone 1 Fixes

    //Add sapphire rune to chest (where water gem is)





    Zone 2 Fixes



    //Add emerald pouch as a drop. (Chance between the emerald items)

    //Add fruit pod (random drops from search plants and Living Sprout npc)

    //Rotting elder can spawn rotting sprout which can spawn others replacing the elders drops. Make new spawns that don’t replace elder. (Now rage and soothing who don’t spawn others)

    //More exp for elderwood and druid bosses.

    //Update the earth reward skills for finishing zone

    //Update crafts for jungle zone

    Zone 3 Fixes

    //add backup gear with fire resist in the shop with level restrictions and poor stats.
    Tungsten Boots - 14
    Tungsten Gloves - 15
    Tungsten Cuffs - 17

    //Make sure white items always show. In shop. Maybe even change the code to include always.

    //Add in extra damage as you go down in fire zone.
    25 for upper chamber
    50 for lower chamber
    75 for core chamber

    //Update burn damage messaging

    //Make sure white items always show. In shop. Maybe even change the code to include always.

    //Bat skin belt needs to be black.

    //Plume bats need slightly more damage and higher agi.

    //Make ink scorpion 2 attacks. High agi. High damage. High block. High ac. High crit and crit chance.

    //Ash droplet more reflect damage.

    //Raiders pack. Have some items in it.

    //Update crafts for volcano zone

    //Make rock swallower and magma slurped harder

    //Add skills, element, drops for lower chamber npcs
    //Update volcano npcs for drops.
    //Update volcano npcs for element
     
  4. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
    1,273
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    Developer
    Phoenix
    Update 40:

    Beta 3 is submitted and should be live today.

    Here is the update log.


    3rd zone volcano
    -Test npcs,items,skills, etc
-Added equipment resistance system. As you go lower into the volcano you will need more fire resist equipment (or you are burned and take damage every step). You are given boots when you start. You obtain the others from bosses as you progress.

    Character Creation
    Added new Rogue Class with skill tree
    Updated/Tweaked Elementalist / Warrior trees and skills
    Added new halfling race

    Navigation
    -Twinkle indicator on where to go when starting out and returning items (I added this because of the more complex overworld gameplay)
    -lookover and movement signs
    -Friendly NPCs out in the world besides just town

    Runes - These are usable items that increase your stats permanently.
    -look to find these off bosses or hidden around the world (rare)

    Bags/Containers - These are items with items inside. (Up to 5 item options in each)
    Two types:
    Any percent (meaning you can get multiple items if you are lucky)
    1 Item (this means it rolls a number and you always get 1 item)

    More Space for items!
Added 6 slots to player inventory
    Added 5 slots to player vault.

    Polished world interactions
Fixed most empty image or wrong flashing that was occurring
    More moving images for actions like opening world objects / interacting with npcs

    Interface revamp
    Still a work in progress because I am trying out different looks for different views (no need to report anything on that)
     
  5. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
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    Developer
    Phoenix
    Update 41 - Hunter Class Preview

    Hunter is a bow user and has quite a few unique pet skills. Depending on how you build your hunter your PET may be doing a majority of your damage.

    The classes skills are all coded and working I’m just testing for about the 3rd time through playing the game to tweak for balance.


    Anyways here are the skills. Feel free to ask any questions.


    Hunter Class

    Starting Skills


    Hunter + 2 Earth damage +2 Shadow Resist

    Pet Mastery - A passive skill that enhances pet abilities.

    TrueShot - A strong ranged attack.



    Tier 1 Active Skills - 1 Skill Point (level 3)

    Tainted Arrow - Attack - A toxic arrow that always poisons.

    Natures Blessing - Buff - 5 Earth Damage, 3 Resist All, 10 HP recovery.

    Empower - Passive Pet - A passive Pet Skill that raises All pets Strength and Intelligence by 33 percent permanently.



    Tier 2 Active Skills - 2 Skill Points

    Camouflage - Buff - A buffing skill that grants an extra attack. Costs an additional 10 SP per round

    Multi Shot - Attack All - A multi arrow spell that damages all enemies.

Swiftness - Passive Pet - A passive pet skill that raises Pet Stam by 1 and gives 25 percent more SP Recovery Permanently. 



    Tier 1 Passive Skills - 3 Skill Points

    Archers Eye - Passive - A buffing skill that raises crit chance : 20

    Energize - Passive Pet - Pets have 100% more SP

    Hunters Wraith - Passive- 5 Earth Damage, 15 poison Damage



    Tier 3 Active Skills - 3 Skill Points


    Spirit Wolf - Replaces current pet with a Spirit Wolf.

    Frozen Arrow - A frozen arrow that always stuns when it hits.

    Charm - A debuffing skill that lowers Intelligence and Strength by 10 while raising Fizzle Chance by 15.



    Tier 4 Active Skills - 4 Skill Points

    
Erupting Arrow - powerful attack with a chance to confuse



    Syphon Shot - A ranged attack that also leeches HP: 50 percent of damage.

    Mend Pet - Heal pet SP.
     
  6. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
    1,273
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    Developer
    Phoenix
    Update 42:

    Updates are coming a bit slower while I polish everything up.

    I’ve finished up mapping out the last zone and laying the npcs.

    I’m in the process of creating the drops and tweaking the flow / skills of this last zone.

    As it sits the game is 45 floors. This is quite a bit bigger than the previous exploring games (quest to the core and quest to the future).

    I’d say the depth of the game is about double as well.

    Here is a brief list of new features off the top of my head compared to the previous ones.

    Skill trees - choosing your skills as you level up.

    Passive skills

    Races are back!

    More in-depth overworld - much much more interactable objects.

    More and enhanced overworld features
    Forges to create your own items.
    Skillbook finds so you can choose skills.
    Item gambling - (think mystery vendor items in Diablo)
    Choose a pet
    Choose your reward

    More pets and pet skills to choose from.

    Containers (items inside items for a more randomized experience)

    Runes - use to apply permanent stats.

    increased inventory and vault sizes.

    updated interface to fit the theme.

    etc

    As updates slow and I polish up everything for release I’ll try to go a bit more in-depth on how these systems work as kind of a preview.

    Again thanks for the support and feel free to ask questions or join the discussion on the game discord here.


    https://discord.gg/FyxkJHHh
     
  7. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
    1,273
    153
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    Developer
    Phoenix
    Update 43:

    Once again just polishing away while I try to get the game ready for release.

    Here is the Priestess Skill Preview while we wait.

    As you can see I break the priestess down into Shadow and Holy Spells.

    Some interesting skills are the Abolish and Dispel protections skills which drain life / lower wis and more importantly lower resistances (later level npcs will have high resistances so these spells should be important).

    Another interesting and fun skill to create was the Create Life skill which summons a random angel or demon npc to replace your current pet. Since pets have a limited SP pool to cast skills replacing your pet with a fully charged new pet that is likely more powerful than the current should have great benefits.


    Anyways here is the rest of the list let me know if anyone has any questions or suggestions!

    Priestess Class Preview:

    Cure - A minor healing spell.

    Divine Strike - A holy based damage spell with an extra 25 percent of each Element Damage.



    Tier 1

    Dark Sacrifice - A buffing spell that increases Intelligence and Shadow Damage by 5 while lowering All Resist by 2.

    Pray - A buffing spell that raises HP and SP regain by 12.

    Abolish. - A debuffing skill that drains 10 HP every round and lowers all resistances by 5.


    Tier 2

    Soul Shield - A buffing spell that raises Armor by 35 and Block Chance by 10. Costs an additional 5 HP per round.

    Soul leech - A damaging spell that leeches 50 percent HP and does 50 percent more Shadow Damage.

    Holy Storm - A spell that damages all enemies with a high variance and 25 percent more Elemental Damage.


    Tier 3 passive

    Extend life - A passive spell that raises HP by 125 permanently.

    Steal life - A passive skill that gives 7 percent extra HP Leech permanently.

    Create life - Replaces current pet with a random Angel or Demon.


    Tier 4

    Aid - A major healing spell.

    Dispel Protections - A debuffing skill that lowers Wisdom by 5 and All Resist by 10.

    Smite - A holy based physical damage skill with a 25 percent chance to Stun.


    Tier 5

    Shadow form - A skill that turns you into a shadow warrior raising Agility Wisdom and Luck by 4 and Shadow Damage by 12.

    Light form - A skill that turns you into a holy warrior raising offensive and defensive abilities.

    Restore - A skill that heals equal to the amount of damage last dealt to you.
     
  8. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
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    Developer
    Phoenix
    Hey folks sorry for the lack of updates here.

    Still constantly testing now that the development side (levels maps npcs items etc) the game is pretty much done.

    Testing the classes skills pets etc over and over until I can complete the game without any bugs / adjustments.


    I’ll will post some more class preview as well as an overview of changes I’ve made over the last few weeks.

    If you have any questions just let me know. Thanks!
     
  9. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
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    Developer
    Phoenix
    For those following along I just completed the first full play through of completing the game. As I play the game (over and over and over). I note fixes and adjustments. Here is my list for Rogue complete game. These are the things I need to fix and adjust. Once I do this I pick a different class to play through and repeat (with hopefully less bugs and adjustments). Once I can play through with limited fixes then I will release for the next and hopefully final round of testing.

    Rogue test 11/2 - 11/3

    More sp on ambush and impale?

    Too many emerald amulets dropping. Lower rate on emerald bag raise ring. Maybe toss in a rune.

    When you open something on a trader his first message or maybe the first talk is going off.

    I may have something





    Give elder tree 1 more agi

    Lower agi 1 on blind
    More SP too maybe 40

    Make sure whatever elder is spawning does not spawn its own stuff.

    Make brass items green.


    In the magma spots on the ground start area have a pretty good chance for a magma rune.


    Change strong Ruby ess to something else or atleast change its pic to the red droplet.

    Poison sac should be green.

    Fix poison sac pic to have lighter edges

    Fix geode? Shape?

    Stone wall costs too much


    Lower chamber there is nothing of importance here.

    Top left corner room 6 doesn’t even say lower chamber.

    Same floor there is a magma chamber put a magma tube there good chances. Also make more enemies show up on unsuccessful search.

    Bit more hp on rock swolloer maga slurper and boiling fiend or checkout their abilities.

    Another leech on boss rock swolloer but only have it show 50%

    Make it so only rangers druids and a diff race can see npc full stats. Otherwise only show main stats? On lookover.

    Little less str on second golem stage so you don’t get hit for 300.

    Ruby dust and fire ess amounts on jeweler crafts needs to be a bit higher.


    Obs golem should have very little wis.

    Purple on the color of items needs to be lighter.

    The lava flow after golem boss should be call magma flow.

    Place some good chances for magma runes on search.

    On crafting check to make sure the jewel only allows adding 2 for non jeweler. Also double check it’s not always coming out gold?

    Make the volcano teleporters go to the portal?

    Once you get more music maybe a diff track for the volcano core level.

    Volcano areas all need descriptions.

    Top left rock of first core volcano needs lines so it doesn’t look out of place on overworld map. Could just make background transparent and throw it on top of a reg square.

    Maybe no large geodes on core level. Replace with some runes or crystal only items.

    Spread out portals on skills screen. Maybe just do every other?


    Maybe boiling fiend has a bit more up but lots of damage.

    Obsidian bands. More ac no int.

    Maybe regular vendor in volcano has a gamble box with runes.

    Sell prices for runes should be 33%?

    Large geode should maybe have some better stuff? Chance at rune?

    Sell in shop large geode make sure sell price is 33%? Maybe toss in a diamond rune that gives 1 int?

    Vampire blade description should be rewritten. For leech hop.

    Assassins brew should be rewritten and adjusted?


    Solid steel belt shouldnt have crit chance if it’s white.


    Door going to crypt should be locked with soul key.


    You won the battle first reward after closing out then retrying to turn in the gem. Shows no pickup button. Screenshot.

    You won the battle should always add in the main button?

    Vampire blade needs to be way less maybe half the damage. Maybe more SP too.

    Maybe some of the spirits a bit more hp. But also more agi or more lots of wis type deal. Some need physical hit some need magical hit.


    Maybe in future games could have more excited pixel backgrounds for battle. Ocean beach with crabs.

    Maybe add a button for voiceover users that describes the area. A look around? And an examine button.

    Graveyard needs descriptions too.

    Redeeming soul and others less exp if it makes sense.


    Vial of recovery maybe too good? Also needs diff pic.

    Blood rune didn’t work when used? Hp didn’t go up.

    Make bone warrior a bit better bc of redeeming soul? Check to make sure redeeming always spawns.

    Maybe remove discard option from after opening a container item.

    Transfer life Range from 1 to 1.07? Instead of 1.7

    Bone rune isn’t working either?

    Make haunt do something diff? Lower wis and agi?

    Less SP on huant by a bit.

    Understaker spawning sunken soul?

    Undertaker a bit more agi.



    **edited for story stuff**


    Have nyx morph into water fire or earth.

    Try to make it so only that element damages when the morph happens?

    Have some buffing potions in the shop that give say 20 water damage. 20 fire damage 20 earth.

    Have some shadow souls.



    Add 3 buttons on the battle screen. Fight is selected. Examine is next look around is next.

    May need to add descriptions for all the monsters. Likely do it in code so it’s not a huge npc file?

    Transfer life needs to take more SP

    Lower int on haunt and make life spark more dependent on int.

    More agi on haunt by a lot. Should almost always hit but have a large random factor so change it’s weapon? Range.


    Grim chant or whatever turns the sorc into a demon should have more str. Maybe give sorc more str too so it has more damage once morphed. It should only hit once morphed. Maybe some block too.

    See what’s dropping all the mithril gloves. Check what bone sorc drops it should be something?

    Make library tiles black and grayish? Maybe black and red?

    Maybe red velvet with the symbol.

    Book of light and book of flames have diff sizes?

    Bone necro and bone sorc have the same pics?

    None necro more hp. Less int. Sorc more int.

    Choose a skill. Put holy rain then holy fire then holy seed.

    Give undertaker more shadow damage but basically same stats as bone necro.


    Have bone necro spawn both a bad soul with bad debuff and good soul with good debuff. Both die after 1 round on their own. No exp.

    Buc spirit needs to be higher level or have slightly more agi.

    Cap spirits second pic needs blue face.

    Find a diff pic to put behind the green flame? Looks bad.

    Check levels in water and earth flame npcs.

    Skele golems a bit too strong?

    Change toxin mist skill effect to more green
    Cost more SP too.


    Nyx npc image not showing on last floor.

    Make last flor warp to infinity room.

    Images are blue and purple. Should be both purple then move to blue or red or green.
     
  10. Thedrawguy

    Thedrawguy Well-Known Member

    Jan 8, 2019
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    Hi touchmint. Could you please share pictures of the game, including the combat screen? Thanks.
     
  11. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
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    Developer
    Phoenix
    IMG_2924.png IMG_2923.png IMG_2922.png

    Sure thing I actually just updated the battle screen for some new features I’ll post about soon.

    Here is an updated pic of the battle screen with what should be the final interface look.
     
    ste86uk likes this.
  12. Thedrawguy

    Thedrawguy Well-Known Member

    Jan 8, 2019
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    Hey touchmint. Thanks for the pictures. How does stamina work in your game? I see a stamina bar of 3 in this case.

    Thanks
     
    Touchmint likes this.
  13. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
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    Phoenix
    sure so most classes will start with 1 stam and you gain another at level 4 then 14. There are also skills and potions that can give you more stamina.

    Your skills / spells / attacks will take different amounts of stamina.

    For example Fireblast might take 1 stamina and 20 SP to cast. Healing Waters might take 2 stamina and 60 SP to cast.

    Once you use all you stamina it will be your pets turn (who also has different amounts of stam depending on which you use) then it’s your enemies turn and then yours again.
     
  14. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
    1,273
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    Phoenix
    Hey folks. Good news I implemented the new battle voiceover features. While the game is playable by everyone these ATF games are mostly designed for and used by voiceover users.

    I took a step back and realized the game would be much more immersive for everyone if you could interact with the battle area. While I did have a “hold to view” features for skills and potions but it never really worked for voiceover users so I decided to revamp the system.

    Now when you go into battle the default setting will be “Fight” (I may change the title to “Action”). Anyways this action will function like normal if you never click off the “Fight” action you will never know the difference the game will act exactly the same.

    The “Look” (maybe will change to Examine) toggle button will now let you look over everything during the fight. You can look at monsters and see a brief description to start. Once you kill more of the monsters more info about the npc will be available. It will slowly show more stats, skills, resistances so you can use that information to strategize against them. Rangers will have the maximum examine look already unlocked as a class benefit (they know monsters better?).

    Beyond “Looking” at monsters you can click to view Potions. Skills (skill formulas shown as well) yourself, your pet and even the room title (which gives an environment description).


    Anyways I’m a running through the game front to back testing until next week then I’ll begin on optimizing for voiceover and then release final testing for voiceover users.

    As always thanks for the support and feel free to ask any questions or shoot suggestions my way.
     
  15. ste86uk

    ste86uk Well-Known Member

    May 9, 2012
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    Are classes gender locked? Sorry I don’t really know much about the game but reading this page I just wondered since the priest was called a priestess.
     
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  16. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
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    Phoenix
    At the moment they are and it’s likely a bit lower on the list to change. I’ve always just kind of went with the gender of the pictures I have available (most are male).

    However I will add this to the list since it should a pretty simple swap in and out (a lot of pictures have hoods so who knows who’s in there haha).
     
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  17. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
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    Phoenix
    Update - 50

    Hey Folks, just checking in here. I took a little break from voiceover coding and added growing / synergizing skills. Just a few for now but wrote the framework.

    This has been asked for and is a long time coming.

    What are growing / synergizing skills?

    Buffing/Debuffing skills (mostly) that get more powerful based on your stats.

    Here are some examples:

    Stoneskin - Elementalist - A buffing spell that raises AC by 20 and Block Chance by 3 (additional +1 Block Chance per 3 Earth Power).

    Mark for Death - Rogue - A debuffing spell that drains 10 HP every round (additional +1 HP Drain per 2 Shadow Power).

    Dark Thoughts - Priestess - A buffing spell that raises Wisdom and Intelligence by 4 (additional +1 Intelligence per 3 Shadow Power).


    Will spend the rest of the day adding and testing where it makes sense then back to VoiceOver work!
     
  18. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
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    Developer
    Phoenix
    Update - 51 - VOICEOVER ADDITIONS

    I was hoping to have this update out for thanksgiving (tomorrow) but it is not looking like I will make it. I wanted to atleast post the update log tonight so the folks following have something to read up on. These are all the changes made and working / coded in. I still have a few minor things to add as well as testing a bit myself before I release the next testing. I am hoping to have the next voiceover testing ready by next week at the latest.

    These are some really really big changes to how the game is played so I am sure there will be bugs and hopefully input from everyone on how to make it even better!

    Thanks as always for the support and if you have questions or suggestions let me know!

    Update Log 51:

    MAIN GAME

    Fixed VO reading stat with number in same breath as next stat instead of current stat. It was reading Strength 10 and AGI 5 and Wis 7 as Strength….. 10 AGI …… 5 Wis….
    Should be fixed now but it needed changed in a lot of places so monitor this.

    Added NPC / Object indicators on overworld view. Now you can cycle through the floors and see where there are npcs and objects that might have points of interest.

    Added navigation guide indicator. This works like a the npc indicator and should help you go the right direction on the starting floors and some of the more complicated areas. 

Added and revamped direction pad. Now the center button (action button) tells you when there are points of interest and when you can search examine or there is an action to take place.
    
When starting the game it say game started / entered world so you know the game is done loading.

    When dialog / story messages popup (like when you first start the game) it will no longer try to read your location and instead just read the story that popped up.

    Fixed VO reading player stats in right order. Should be STAM, HP, SP, Exp now.

    Fixed some location reading errors


    BATTLE / ARENA

    Added Action and Look commands to battle view. This will allow you to inspect everything in the battle area.

    Hide combat log when info view shows up.

    Redesigned battle page so all npcs are first and in order then player then pet. (This means no more npc2 then npc1 then player then npc3 then pet.)

    NPCs no longer are selectable viewable if there is no monster or they die. 

    Added a VO hint to npc select if npc is taunting stunned confused or poisoned without having to show all the taunt poison etc icons. (Should make the battle screen easier to navigate)

    Player pet and NPC turns have a slightly longer delay between Voiceover reading during battles. This means less cutoff VO reads. The ability to get more precise info to the player.

    Added various indicators to be read by voiceover.
    -Much better damage and spell indicators.
    -When you successfully cast a spell on yourself.
    -when it’s players turn again to start. it auto reads npcs remaining in room and their hp and status (if poisoned stunned etc)

    Fixed VO reading player stats in right order. Should be STAM, HP, SP, Exp now.


    OTHER CHANGES 

    LookGive (when a npc gives you an item) should now work with voiceover.

    Mystery Trader shop (buy gems / gamble on getting mystery items) should now work with voiceover.

    Added hint on skill tree scroll so you know what skills you already know. (VO Hint Will say Skill Known when you select the button for the skill)


    CHARACTER CREATOR

    Added done / cancel button to bottom of info page so it’s easier to navigate (rather an X at top corner).

    Added more VO hints on buttons.
     
  19. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
    1,273
    153
    63
    Developer
    Phoenix
    Update - 53 - notes for Beta VO Beta 3.

    If you would like to test and are a voiceover user and use an iphone X or larger please let me know. If you are not a voiceover user but use an iphone X or larger let me know and I can send an invite too.


    Summary: lots and lots has changed for the VO users! The game will likely play quite a bit differently and may take some time to get used to but these changes should make the game much more approachable for new VO users and more in-depth and immersive for VO vets who have been playing the others. Check out the KEY testing info and all the game notes. !!! means this is a big change. Please join the discord channel here: https://discord.gg/x7SbAnFjUb So I can answer your questions and suggestions ASAP! Thanks as always for the support!


    Key Testing Info:

    This build only supports iPhone X and larger phones. It works best on the regular models (The MAX and larger phones may have some issues).

You will only be able to complete zone 3 after that there is a block. Once I get more reports in I will issue and update that should unlock the last zone without having to restart your character.

    NPCs should now all have a description to read over. Some of these are short and fillers until I have the time to write them all out.

    You will run into runes which a basically perment stat boosters.

    You will run into containers like bags and boxes. These hold different items so be sure to open them.

    You will run into some new shop types called traders. These sell containers and runes but you can only buy 1 item from them before they leave so pick carefully!

    Added the ability for npcs to death spawn up to 3 other npcs (depending on how much space there is and how many others are alive). There is a known bug if they death spawn on your last attack before your pet goes the game will get stuck. This will be fixed shortly but I caught this after building this database.



    MAIN GAME


    Fixed VO reading stat with number in same breath as next stat instead of current stat. It was reading Strength 10 and AGI 5 and Wis 7 as Strength….. 10 AGI …… 5 Wis….
    Should be fixed now but it needed changed in a lot of places so monitor this. (There are still a lot of places where this is happening so don’t worry too much about reporting this)

    Added NPC / Object indicators on overworld view. Now you can cycle through the floors and see where there are npcs and objects that might have points of interest.

    Added navigation guide indicator. This works like a the npc indicator and should help you go the right direction on the starting floors and some of the more complicated areas. 

Added and revamped direction pad. Now the center button (action button) tells you when there are points of interest and when you can search examine or there is an action to take place.

    You can now view/examine items that dropped on the battle rewards / searching / opening containers page (before you could only read title and would have to wait to examine until in your inventory)
    When starting the game it say game started / entered world so you know the game is done loading.

    When dialog / story messages popup (like when you first start the game) it will no longer try to read your location and instead just read the story that popped up.

    Fixed VO reading player stats in right order. Should be STAM, HP, SP, Exp now.

    Fixed some location reading errors

    After killing a boss if it has a popup message it now properly focuses on the message and reads on VO instead of reading background.

    !!!Added note on rooms that this room is elevated to help with confusion on floors with multiple levels (some can only be accessed a certain way). These only happen on floor 5 and 6 atm.

    You will run into some new shop types called traders. These sell containers and runes but you can only buy 1 item from them before they leave so pick carefully!

    The material number counters should no longer read when in the normal inventory.

    There is now a popup message when you try to equip something unequippable

    !!!Vo now reads when you equip / unequip an item or skill as “Equipped Item Name” (instead of reading 0 or whatever item replaced that slot which was inaccurate)


    BATTLE / ARENA

    Added Action and Look commands to battle view. This will allow you to inspect everything in the battle area.

    !!! When you look over an NPC it has 3 levels of information. When you have never killed it then it just has the description. When you have killed it once it shows what skills it uses as well as some stat info. When you have killed it 10 or more times or you are a hunter then you get all the NPC information and stats which should give you a tactical advantage.

    -NPCs should now all have a description to read over. Some of these are short and fillers until I have the time to write them all out.

    !!!Expanded time between attacks and the game can now read Damage amount then Skill type used instead of just damage amount. This should add a bit more depth to the battles.

    !! At the start of each round of combat the text log CLEARS once you make your first attack/action (makes it easier to track what has happened each round and lets you know which npcs are left). It also shows current alive enemies and counts the amount of rounds taken place and

    !!!Redesigned battle page so all npcs are first and in order then player then pet. (This means no more npc2 then npc1 then player then npc3 then pet.)

    NPCs no longer are selectable viewable if there is no monster or they die. 

    Added a VO hint to npc select if npc is taunting stunned confused or poisoned without having to show all the taunt poison etc icons. (Should make the battle screen easier to navigate)

    Player pet and NPC turns have a slightly longer delay between Voiceover reading during battles. This means less cutoff VO reads. The ability to get more precise info to the player.

    Added various indicators to be read by voiceover.
    -Much better damage and spell indicators.
    -When you successfully cast a spell on yourself.
    -when it’s players turn again to start. it auto reads npcs remaining in room and their hp and status (if poisoned stunned etc)

    Fixed VO reading player stats in right order. Should be STAM, HP, SP, Exp now.

    Added the ability for npcs to death spawn up to 3 other npcs (depending on how much space there is and how many others are alive).


    OTHER CHANGES

    When looking over a skill or choosing a skill from choose skill places it reads now reads as skill name description: etc.. (so you know what you are reading)

    LookGive (when a npc gives you an item) should now work with voiceover.

    Mystery Trader shop (buy gems / gamble on getting mystery items) should now work with voiceover.

    Added hint on skill tree scroll so you know what skills you already know. (VO Hint Will say Skill Known when you select the button for the skill)

    When trying to access the scared gem room you must first have the Water gem (beat the first zone). Then you can go into the sacred gem room. VO should explain all this correctly now.

    Renamed sand of time to sands of time.


    CHARACTER CREATOR

    Revamped the layout of the character creator. This should work great for VO users. I still need to go back and polish up the look for non VO users so it may be a bit ugly on this beta but still function properly.

    When you inspect a skill on the character creator and the info screen pops up and then you close it, it will now go right back to what you were inspecting instead of a random place on the page.

    Added done / cancel button to bottom of info page so it’s easier to navigate (rather an X at top corner).

    Added more VO hints on buttons.
     
  20. Touchmint

    Touchmint Well-Known Member

    Oct 19, 2011
    1,273
    153
    63
    Developer
    Phoenix
    Hey folks just checking in the last week or so has been mostly working with voiceover users to polish up that side of the game.
    I am currently finalizing design and then working on the beta and design for small phones large phones and tablets.


    Thanks again for the support!
     

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