A Snowball's Quest - June progress update
Hello everyone! it's lavendersiren, and it's finally june. Finally. Last month was freaking TORTURE, with less days off and all. As a result, I mostly focused on gardening. and by gardening I mean pulling out blackberry roots. Now instead of constantly regrowing blackberry bushes, I now have a low quality side garden with 20 dollars worth of plants struggling to grow in barely amended clay-based soil! Okay, maybe it just needs some time to get used to being in the ground but whatever.
(can you believe this used to be overgrown with blackberry bushes?)
Back at the main garden, everything is taking off and I have no idea how to harvest most of these plants so the cilantro already bolted+flowered and I still have a few yellowed spinach leaves in my back pocket.
(I have a feeling I probably planted the radishes wrong but shrug)
The dill however has turned out excellent, to the point that my employers are slightly jealous. I gave them one stalk so far and my boss showed me how to make a really nice sardine open face sandwich with dill in return:
- one can of boneless sardines - fresh dill to taste - fresh lemon juice to counteract the fishiness - half a cup of chopped onion - vinegar to taste - probably some other things I forgot about too - and obviously some good bread (I like the big kind that has wheat and seeds in it. Regular wheat is too flavorless for my tastes and don’t even get me STARTED on the blandness of basic-ass white bread.) mix all ingredients as you would a mix for tuna sandwich. Slap your mix onto a nice piece of bread and enjoy!
I got one to eat and it was so freaking good. And because this time I didn’t rush ahead and try to eat an entire can of sardines, I didn’t get overstuffed!
There’s something very satisfying about growing and eating your own herbs. Being able to improve the quality of your own food in a very personal way. I’m absolutely considering figuring out how to add herb farming to the game later on, though thankfully Pane’s stand can just make plants grow underfoot, making wait times unnecessary to plan out.
So now for the main course. Writing has been slow, but fortunately it has progressed past Ironways and has been transcribed by Dice up to the escape scene so far. The basic custom menu system has finally been put together! (thank you Orochii)
(what will you do, Frie? what will you do??)
Thankfully, he made it very easy to use. I prettied it up a bit with a nice looking cursor.
Next thing I need to do is figure out how to dynamically set the options, which I can tell is theoretically possible (will involve some concat usage on the string variable probably), but it will take some dedicated work to figure out where to pull the elements together from.
( ͡° ͜ʖ ͡°)
As far as eventing/scenario, I've been stuck on the setting introduction scene for a very long time and have only just recently reached the point where I can see the end of it. The memo interleaving bit had to be figured out on a concept level before it could be implemented, but I think it's set up pretty well now. I also got sidetracked while exploring other options that maniac patch had added to the most recent version. Did you know that you can make messages way way longer if you choose to do so now? Did you know that there are advanced options for animated facesets? Did you know you can change the freaking resolution???
Did you know I'm (probably) not using those for regular gameplay?
Yeah, I had to remind myself of that too. gotta keep the scope as tight as possible on a scope creep nightmare like this game. it's already grown to the point that I worry it's going to take longer than Narcodis had taken on developing The Looming Spire, which appears to have similar gameplay to what this game might one day have.
But yeah, stress and lack of free time heavily impacted development in May.
(rip in pythen)
However, most of the work was actually done on planning out the custom battle system, which is looking to be something particularly elaborate, if I can wrap my mind around how to structure the back-end of it in a sufficiently extendable manner. As it appears now, there will be two rows with three slots each, a front row for direct attackers and tanks, and a back row for long distance casters and support units. ideally, party member placement will be important for party synergy, according to party member bonds (which can potentially be one sided!)
(big owie is a state many have entered across all time)
Also, there will not be traditional level-ups, but rather the skills used will level up with repeated use, giving access to variants in that particular category, depending on how much you used a skill type.
There will also be a context-sensitive "tactics" menu, for actions and maneuvers that will only be options for that particular battle. most likely they will require use of a "strategize" skill in order to unlock during battle, which will be most useful for back-row party members (since they won't get interrupted by attacks quite as much) Ideally, a party member with a high enough bond with another can strategize and act as a tactician for another, allowing one party member to unlock tactics for another, which would be really really cool.
Another interesting thing is how the hp system will operate. Zero percent HP or lower means that a combatant has fainted and under normal circumstances cannot fight actively. Crucially, hp will be able to go as low as negative 100 percent, and as high as 200 percent. If any combatant goes outside of that bounds, they Die Forever. If it's a party member, that's an instant game over. However, ideally you won't need to worry too much about that. Just make sure you keep your party above the fainting threshold (0%) and keep Pane from overhealing himself to death. If all party members are fainted, then you lose the battle, but there may be softer redo mechanics in that case. You don't need any fancy revives to go back from the fainting threshold, though a cured fainting might be upgraded to asleep if the party member isn't woken up by something in the process of being healed above 0 percent.
Another important thing is that food items do not direct heal HP, it instead impact fullness and morale, which augment natural healing methods to HP and SP (spoons). Pane will usually be the only one who can directly heal HP, which will probably make him very busy, but crucially, his power does not impact any other stats other than HP. Just like in Snowball's Chance, this game will have the cast from HP conversion in case you run out of HP. But you will not be able to actively cast anything or eat anything in faint state. (however, there's always indirect methods...) Something important toolwise, is that I figured out a good way to use flash 8 for setting up and debugging picture movement sequences!
I will however cover that in a different post, because it's pretty involved. Regardless, it helped a LOT with a particularly complex move picture sequence and it will certainly come to great use later on as well.
So regarding what to do this month, I want to put together a bare bones prototype of the battle system. one that can be upgraded as time goes on. Another thing I want to do is get the Town Map area working enough to work with, and set up a basic pause menu. I also want to assemble the "mage's quest" cutscene.
I really hope that having a reasonable amount of free time makes this more attainable than last month.












