SquareEnix Collective Update
Life has been busy for the two of us over here at Fourends. Iâm dealing with a recent second baby and both of us have hands full with a two-year-old (and other projects). But work on Voiceless continues on!
Most recently weâve built a âbobbingâ system---check out the gif below. Any event can have its own X and Y offsets at any time, which means our demonic monsters now float menacingly, our lilly pads gently bob in the water, terrified NPCs cower in fright, and so on and so on. This graphical addition is the same kind of subtle detail we seek out in the primary parts of the game, the writing and mechanics.
And sometimes it breaks...
But always looks awesome.
Our SquareEnix Collective campaign drawing to an end, may we turn your attention to  the best sources of new information on Voiceless: the social media accounts---our Facebook, Twitter, and itch.io (demo) pages. Or simply join the mailing list and we will update you on anything Voiceless related. Go! Follow one (or all) of them!
Combat - We want battles to feature the nail-biting difficulty of old school JRPGs, where each dungeon is a task of endurance and the player will be perpetually challenged---and immensely satisfied at the moment of victory. We also want to eschew the tediousness and RNG-ness (and, one could say, poor design) of some of those old games that usually created the tension.
Our goal is three types of combat: 1) a new encounter--in which you play it safe to learn the enemyâs moveset; 2) known encounters (the majority)--in which you must balance your limited resources (HP, MP, items, etc.) to not only defeat foes, but stay well stocked for the rest of the dungeon; 3) and the JRPG staple--enemies that are so below your skill and level that you just mash Attack until defeated. Putting enemies on the map will let you choose your encounters more strategically--we donât want crazy fights to constantly interrupt your exploration unless you want them to, and the rewards for victory will be all the sweeter.
Our six voiceless party members start off in typical roles for the player to mix and match their own party of four--we have your typical tank, DPS, healer, and a few that are in-between. Over a few short levels of choosing particular progression paths and seeing the range thatâs possible, they can be molded to fit roles of your choice, so you can play them how you want them. While some combinations are more viable from the start--we want your strategic choices and skill to be what opens the door to all (sane) combinations being viable at the end. Your more âtypicalâ tank may start as a tank, but by endgame he could be a master of inflicting damage and nasty statuses. Or maybe youâve doubled down on the tank role and added a retribution aura and some potent healing abilities. Or heck, he may end up a mix of both if thatâs how you like it.
The enemies youâll encounter will cycle through their attacks (a la FF1), permitting the player to exploit their patterns--once you know them. However, while balancing each encounter is not too hard a process at low levels, as your custom party of four very customized heroes grows, our job gets harder; in fact, making bosses the right amount of tougher-than-you (yet winnable) becomes a logistical nightmare as we try to account for all the possibilities. That aspect of the game design will take up more of our time than any other. So give us some time (or your own excel sheet of balanced changes and we will think about merging it in--seriously).
Besides that, we continue to play with our stealth mechanics and provide you a 5th party member: Foxe himself. He may not be under your direct control, or on the front lines of battle, but where else should a master thief be than stealing items from enemies so you donât have to waste a turn. And should those enemies run out of items--or if you equip Foxe differently--our mouth-running master thief is also capable of dealing out some extra damage (and not just he verbal kind) or applying potions in tight situations.
Other Platforms - One of the most intriguing responses weâve been getting from you guys is the desire to play this game on the Nintendo Switch. We want that, too! In fact we REALLY want it. Heck, weâd love to see it on the PS4 and Xbox and 3DS. And itâs highly plausible given our understanding of Unity. The unfortunate problem: it would take a lot of dev-time (a year?) to move the engine over to Unity and then an additional eternity of troubleshooting and console-debugging. While itâs certainly not out of the cards, we do want to get Voiceless out to the public as soon as possible, and a PC release first is the best way to do that (key word being âfirst,â not only).
But if thatâs really what you fellas want---and we want it too---we will let you tell us exactly that with our upcoming Kickstarter campaign. If that campaign proves successful enough, you decide the stretch goals: 1) upgrading to 16-bit art, 2) expanding our library of music tailored specifically for this game, and 3) getting this game on the Switch. Oh, and virtual hats, always more virtual hats.
Since this is my dev blog -Â I do really really (triple really) want to see this game on the Switch. It might be the perfect JRPG/casual/handheld console. However, working in software development with a multi-platform product... it is terrifying how differently (and sometimes terribly) different platforms work. We could see a bug free Voiceless release to PC by early next year - and in a perfect world port to unity and release to all platforms within the next year... but the requirements for consoles are so different than PC. PCs (usualy) have lots of RAM, beefy CPUs, and error eating that let games get by easy. Consoles... you have to have it run crash free for DAYS while someone tries to break it.... I donât want crashes, but I donât have the time to find and fix a bug that isnt reproducable that sometimes only ever happens on a device that is 12 years old and only 3 people have... not a fun bug/witch hunt.
To explain - no, there is no time - to sum up (best movie ever): I would love to spend the time to build a legit JRPG system on top of unity and see Voiceless ported to the world of consoles - but it would take a non-zero amount of time and monies... so.. I guess we let the people decide in the most democratic way ever - put your cash where your voice is with our kickstarter (coming soon to an internet near you).