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A Word from Conash

Hey everyone, hope everyone’s been doing well! It’s been awhile since  my last blog post so I’ll just talk a bit about a few things on my  mind.

First of all, why don’t we talk about enemy balance a bit. I’ve  noticed a few times that players have talked about how the later levels  of HC are difficult, though usually I wasn’t too sure how to take that  since I have seen a comparable, though fewer, comments about some of the  earlier levels in the game as well, leaving me without a strong  understanding on how the enemies that I had been putting together the  stats and AI compared to say the ones that NM put together when you  consider that the player is supposed to be having an increase in stats  and resources in general as the game progresses, but during the recent  testing release it became very apparent as both me and NoMoshing picked  out the original stats for the enemies for the two quests that we’ll be  adding, both quests share the same recommended level, and when we got  initial feedback from testers, it seemed that we had both missed that  recommended level mark but in opposite directions. I cut down the stats  on my enemies far more than I boosted NoMoshing’s, but it did help  highlight that I do need to work on rethinking my approach for  calculating how to determine the stats for enemies going forward,  hopefully I’ll be able to work on having enemies better keep place with a  player who’s at level going forward, and I will welcome feedback in  regards to the difficulty on quests since I definitely lean a lot more  on the ‘difficulty’ side of things (Though when it comes to  Super-bosses, once tester’s have given me the okay that it’s possible I  am going to be very stubborn, Super-bosses are the one place that I can  ramp up the difficulty as much as I want without worrying about breaking  the game. One tip for those struggling with the newest super-boss,  Wiki-tan is probably the worst match-up against him and runs a risk of  making him downright impossible if she’s in your active team, she can be  useful for him, but just be warned that depending on what you’ve done  with her she can make the fight impossible for you).

Now let’s talk about code some shall we? NoMoshing has talked to me  about adding in a new little script that would run at the end of  battles, it’ll take a bit of finagling but I’m hoping to have it ready  for the 0.39 release and it should help add a bit more fun to some of  the general ‘crawl’ that tends to take place in dungeons, so look  forward to it! I promise to do my best to not break the game… This time…  Speaking of breaking the game, for those of you who’ve run into various  furniture or other events teleporting around in either your Eastfort  condo or your Westcastle manor, I have fixed the problems and you won’t  need to mess with save files or anything. It’s an issue with the events  of the game, so testers and the rest of you with access that event stuff  (you know who you are) please keep in mind that completely deleting  events can result in this little visual bug. Now, the final script thing  that I want to talk about is in regards to AoE attacks from enemies, as  I’m sure many of you know enemy tanks can take hits from your AoEs but  you can’t have your tanks do the same from enemy AoEs, which can often  lead to AoEs making tanks a lot less useful as the most important  attacks to block you have no effective means of dealing with. Well I’ve  got a few ideas (and even some formulas that I’m happy with) that I  think will go a long way to help give players tools to help deal with  enemy AoEs without going too far. I’ve still got a lot of stuff to test  and look into in regards to this so I don’t want to be making promises  that I can’t keep, but I will say that I’ve heard the complaints about  how AoEs don’t have an effective counter-strategy if you would, and I am  looking into ways to help expand the battle system to add in some  options there.

Finally, there’s one more thing I want to talk about though it’s a  bit more personal. I don’t know if any of you have noticed but I haven’t  exactly been as active with the blog posts, scripting, or a few other  things over the past year, and I just feel that I owe a bit of an  explanation for that. Lately in my life there’s been a few more things  vying for my time and energy, but more importantly a lot of that’s been  piling up some anxiety issues with me. I’ve worked out various ways to  help keep it a lot more manageable but I’d be lying if I said it was  fully under control. It gets a bit personal and goes against a lot of  what I believe in to really delve too into it, so I’ll just leave it at  emotions are irrational and sorry that I wasn’t really able to bring my A  game for 2018, which I am hoping to change. I do intend to stick with  HC though and plan to pay back the support that NoMoshing has given me  so feel free to take that as you will. If you excuse me, I’ve got more  code to write.

[A word on the backer release: It'll be along in about an hour, we just wanted to do some last minute QA stuff]

Comments

Keep up the good work!

Offshore - Adult Games Developer

Mental health is difficult to deal with in my opinion. My therapist always says that I should be happy and proud when doing my best, as long as I remember that "my best" changes from day to day. Sometimes life is just too much, so taking time to care for yourself is important. Whatever happens I wish you all the best.


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