Development Update (082913) - After receiving feedback concerning the vagueness of the storyline, I have begun adding more niblets of information to both the introduction and NPCs of the starting area. Hopefully the additions should offer just enough clarity to pique the curiosity of the player instead of being overly frustrating.
The graphics for the initial area are now complete, so I am sharing time between writing dialog, play testing new skills for the battle system and creating the first dungeon area. The progress of one style of combat, 'Miqovahr', is moving along rather nicely.
Miqovahr is an arcane combat style wherein the user channels raw energy into a specialized flintlock pistol called a Miquebus. The weapon is used as a focus, further heightening the potency and increasing the accuracy of the attack. The style has two siblings -- Hakavahr and Tehonahr -- which not only use different weapons, but different outlooks on combat, as well. Of the three styles, Miqovhar has the greatest speed, survivability and toolset for confounding an enemy. However, the style deals the least amount of base damage, generates the least base TP and is greatly dependant on landing regular attacks in order to perform follow-up skills.
Upon receiving damage from a regular attack, the foe is marked with an invisible arcane symbol, unlocking an array of options. The user receives a bonus to magic attack and TP generation should they simply continue to attack the marked foe, but the best usage for a mark is through the Rune and Sigil system. Miqovhar runes were created to be performed instantaneously, therefore as long as the user has TP, Runes can be cast. However, Runes are only useful when a foe is marked, and Runes remove a mark to inflict an effect or deal damage. Sigils are slower but more powerful, often dealing damage or applying an effect regardless of if a mark is present; although the presence of a mark increases the potency of the attack.
Arcane Mark IOnce marked, a foe remains marked for three rounds or until attacked again by a Miqovhar user. Magic Attack and TP generation are increased for regular attacks.
Arcane Mark IIOverwrites 'Arcane Mark I' and remains until the end of the round before wearing off. Magic Attack and TP generation are greatly enhanced for regular attacks.
Rune : Sting[TP-10 | Single Target]
Arcane Mark I - Overwrites the mark with 'Arcane Mark II' and deals minor damage to the target.
Rune : Corrupt[TP-5 | Single Target]
Arcane Mark I - Lowers the magic defence of the target as well as dealing minor damage.
Arcane Mark II - Lowers the magic defence and agility of the target as well as dealing moderate damage.
Rune : Gouge[TP-5 | Single Target]
Arcane Mark I - Inflicts a blindness upon the target as well as dealing minor damage.
Arcane Mark II - Inflicts a blindness as well as steadily sapping the health of the target on top of dealing moderate damage.
Rune : Rejuvenation[TP-0 | Single Target]
Arcane Mark I - Removes the mark and returns 10TP to the user, dealing no damage nor inflicting any status effect.
Arcane Mark II - Removes the mark and returns 25TP to the user, dealing no damage nor inflicting any status effect.
Rune : Revivification[TP-5 | Single Target]
Arcane Mark I - Removes the mark and heals a moderate amount of HP to the user, dealing no damage nor inflicting any status effect. Amount healed modified by magic attack.
Arcane Mark II - Removes the mark and heals a significant amount of HP to the user, dealing no damage nor inflicting any status effect. Amount healed modified by magic attack.
Sigil : Break[TP-20 | All Targets]
No Mark - Marks the target with Arcane Mark I.
Arcane Mark I - Overwrites the mark with 'Arcane Mark II' and briefly stuns affected targets.
Arcane Mark II - Removes the mark, deals moderate damage and paralyses affected targets.
Sigil : Wrath[TP-15 | All Targets]
No Mark - Deals minor damage.
Arcane Mark I - Deals moderate damage and removes the mark.
Arcane Mark II - Deals significant damage and removes the mark.
Development Update (082013) - So far, everything is progressing at my typical pace: slow and steady. The task of adding and implementing features as well as polishing graphics, wrangling code and writing dialog have delayed but not halted forward progress of the story-line. New skills, new armor, new weapons, items and animations, all needing to be completed before moving on to the dungeon where the battle system will be used extensively.
Although the list is small at the moment, here are some of the new or improved features since last update :
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Animated Faces - All Characters >
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New NPCs & Expanded Dialog -
System >
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Improved/Polished Mapping - All Areas >
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Action/Emotion Balloons -
System >