blade sight WIP 2024/03/23 update notes


it's past midnight, so i'm late?

i decided to go ahead and post, i don't think stuff is ready for this week's build, but well... that's what the weekly cadence means sometimes i guess! following some late changes last week i've been tinkering with the concentration attacks. realizing that the spell cards are best when tied more to a character, whether it can be 'beaten' or not. the spell cards with an enemy as the source had some problems with the old implementation, so i'm currently building out a new shape, which is essentially special scripted super moves for characters where they change their behaviour pattern to work around the 'spellcard'. it grants properties to the fighter like super armor, which currently can only be stopped by card breaking. i want to play with different types of activations and hp resource stuff for it, but i think currently this will do (on get up, normal hp+cards). 

relating to this change, some slight changes were made to armor + spellcard armor. Spellcard armor now grants a more powerful auto-grab tech, where the grabber is repelled back, while the spellcard user is put into a light stun. it does still give blade sight readings and the interrupt, but it's not as consistent for locking down an enemy. additionally hit-grabs no longer hit against super armor unless it's a card weakness, reducing the effectiveness of Feral against Red Banner enemies and Spellcard Armor.

spellcards have been added to the [custom training ai] setting in the training mode encounters. when activated the opponent will die and load the spellcard. if it says None, there is no spellcard assigned to that slot, and no attack will resolve on the following round. currently there are only two enemy spells, witches have witch bloom and ghost samurai have thunderstomp.

lastly, a bit of a tangent towards the end of the week as i struggled with some of the spellcard stuff; bath mode is returning. it went away for a long while since the 0.4 version, since the character state editing was messed up by a lot of other changes since that feature was added. currently i have a new system for hot-swapping sprite animations on characters for other animations that has high compatability with other systems. one issue currently is that the hairpin data pre-loading on startup after an update does not get those accessory point data points saved currently, as the preloader hasn't been updated to pre-load the alt animations. so the first time the switch to bath mode happens per game open will have a small load time that can be noticed. currently it doesn't change action permissions and it only includes suu and momiji. some animations (like attacking/dashing) will snap between modes, but you can use a prompt at the hotspring (moved to be closer to momiji's current house location instead of her old house location) to undress. hotsprings will be a focus of some future developments, and currently provide no mechanical benefit. it is very pleasant, though.

Files

blade_sight 0.2024.03.23.zip 263 MB
Mar 23, 2024

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