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Showing posts from March, 2022

Psychopomps Are Missing Progress Report for March 2022

Hello, and welcome to my third progress report for  Psychopomps Are Missing , the RPG Maker MV game I'm currently developing. This is a quarterly report about the progress I've made towards completion of the game. If you want updates more frequently than that, I recommend subscribing to the  $5 tier at my Patreon , as the diary entries at that tier include updates if I've worked on the game that day (along with information about other projects I've got in the works). I've also started releasing videos on YouTube about it, which you can watch here . As my measures for determining when the game is complete are no different than what I laid out initially in the  first progress report article , I recommend checking it out if you want to know how I am determining the completeness of  Psychopomps Are Missing . Also, to avoid repeating the same thing over and over again, I'll mostly focus on what has changed since the previous article, so at least giving it a glance ...

Design Brainstorming: Psychopomps Are Missing, Pokémon, and Types

I've been replaying Pokémon Omega Ruby , and it's been getting me thinking about the element system in my own game, Psychopomps Are Missing . I have 9 types in Psychopomps : Slashing, Striking, Piercing, Fire, Ice, Lightning, Arcane, Divine, and Abyssal. I like these types, as I feel like they give me good coverage for the full range of damage types I want in the game. The way I'm using them is very analogous to Pokémon: weaknesses and resistances to types use multiples of two. However, unlike Pokémon, what weaknesses and resistances exist is not immediately obvious. I do try to be consistent among enemy types. For example, the bandits in an early area are generally weak to Arcane damage (there are caster versions that are weak to Piercing instead). However, what types enemies will be weak to is not obvious, nor is there some clear mnemonic one can use to remember. Again, I try to make it feasible to group enemies into categories to remember that way, but this only goes so ...