A while back I posted a video of some level design work done on One More Dream which I'm now sharing here (five months later, oops) just to briefly clarify for any visitors what's going on with this project currently.
t;dr, it was nearly a complete game, in a roughly playable state from start to finish, then I noticed it kind of sucked wasn't particularly good.
Anyway, things got in the way of completing this project, one thing leads to another, and now there's several projects I have planned ahead of releasing One More Dream. Though, at the same time, I'm thinking a lot about that question, "What will One More Dream be?" The redesign of this project isn't just the environment, it's the idea of the game itself. I'm thinking of the story I originally wanted to tell, and how I can make One More Dream as compelling as the thing that exists in my head.
Recently I did answer that question, and I've decided that One More Dream is a love story.
Recruit special heroes, fight deadly encounters, loot and craft powerful gear, discover and create unique synergetic builds! The Last Flame is an endless roguelike auto-battler in which you guide a righteous party of heroes through many challenges.
Key Features:
Own Your Build: Assemble a team of unique heroes with distinct abilities to lead you to victory. With over 55 heroes, 250 items, 120 relics, and 55 origins, there are thousands of possibilities for creating synergistic character builds.
Tactical Mastery: Face off against deadly foes in epic battles that test your strategy and decision-making skills. Turn the tides of battles by aptly positioning your heroes to outmaneuver lethal encounters.
Survival of the Cunning: The Last Flame features challenging gameplay that rewards clever decision making over metagaming. Manage your resources, make strategic choices, and lead your heroes to victory with tactical thinking.
Big news about Early Access Tenebris: Terra Incognita
Greetings friends!
This year turned out to be surprisingly productive for a large number of quality games. Especially turn-based and tactical RPGs.
To match the quality we have to move early access to spring 2024.
What we've been doing since the demo release:
Implemented the tooltips system as it should be (box in box etc.).
Implemented career system (character evolution).
Adding 8 “tier2” subclasses which increases the maximum character lvl to 20.
Redesigned all skill trees (a lot less rails and boring stat increases).
Improved skills and added new ones (more unique class mechanics).
Improving the equipment system.
Adding new equipment slots for higher tiers.
Introduced new weapons such as flamethrowers, machine guns and pistols.
Started improving the loot-drop system and “equipment bonus” system.
Adding new types of monsters and new bosses.
Working on new locations and more.
Career system and new characters
One of the strengths of Tenebris in terms of gameplay variation is the career system. Career is a special system of hero development, when reaching levels 10 and 20, new subclasses are unlocked for the player with their own unique mechanics. The heroes make a transition into a stronger version of themselves.
Often the new subclass can completely change the gameplay of a particular character. For example, it can turn a support hero into an attacking hero, thanks to a whole array of new skills and modifications to old ones.
The game will feature more powerful and deadly versions of heroes, ranging from snipers with stealth cloaking systems, to massive, and heavily armored mechs with flamethrowers and machine guns mounted on them. The monsters will be trembling!
In Early Access you will be able to play as 8 new enhanced classes, they will be available after reaching level 10 of the starting heroes. You will be able to choose what direction to evolve each hero. The maximum level of heroes will be temporarily limited to level 20.
Skill trees have been reworked
When redesigning the skill trees, we aimed to provide multiple builds to combo with other heroes. Each player should be able to build a hero according to their own play style.
We decided to move away from passive skills in skill trees that boosted individual "flat" hero characteristics (health, armor, etc.) because we found this concept to be a rather boring development option. Now every active skill has multiple enhancements in skill branches. Some of them morph the active skill completely - beyond recognition. This method opens up more options for creating unique strategies. We are proud of our battle and skill system!
Each of the builds has its own weak and strong points. Generally, the player's task is to build a team so that the weaknesses are minimized and the strengths are strengthened. However, you can go the other way, building the teamplay so that the whole team boosts one "leader". It's up to you how you want to play the game in a way that is comfortable for you!
New weapons and equipment system
Along with the new classes, new weapons have been added to the game. Pistols, machine guns and, of course, the menace of all living things - the flamethrower!
In the demo, a lot of players complained about the huge amount of meaningless loot, which had almost no effect on the gameplay, and its micromanagement "suffocated" the player, excessively distracting from battles. We listened to the players and modernized the equipment system.
There will be fewer items, but they will have a stronger impact on the gameplay. The equipment will have more useful and unique bonuses for each class.
And finally, additional tiers will be introduced - types of weapon and gear rarity, from common to epic and, in the future, legendary.
New types of monsters and new bosses
The enemy has been reinforced! The nasty bugs have become even more cunning and vindictive. All this time, while we were preparing for early access, they were plotting their insidious plans!
Bosses have gotten meaner and bigger, and the world of Tenebris is even more dangerous. These creatures will challenge experienced players who have played more than one turn-based tactical game.
New dungeons hold terrifying secrets.
We are working on adding multi-story dungeons with lots of monsters.
We want to make it so that as you go deeper and deeper down, the scenery around you changes. This approach will allow us to get away from the monotonous color palette. Depending on the depth of immersion under the ground monsters will change in strength and appearance.
In general, the classic Diablo scheme, but in turn-based tactics.
Furthermore
Here's another detail that will indirectly affect the perception of the game. We have polished all the Tier 1 heroes you could see in the demo. Some animations looked clumsy, players especially criticized heroes' running. We spent a lot of time improving all animations and now they look much smoother and realistic.
On the artwork you can see all 4 stages of the damage heroes receive during the battle. Now the heroes look more elaborate and accurate, and the polishing of animations is already underway on the new models. For different types of damage different types of animations will be used, the combat will look more dynamic.
Among other things, we have implemented a system of tooltips. Now it will be much easier for players to navigate in the game.
We are also working on story missions and some secret mechanics, which we won't tell you about yet. You will be able to experience them in the game!
VFX
A large number of effects were created and added, which we desperately lacked in the demo version of the game.
P. S:
Friends, to keep up with the news and to be able to communicate with the development team directly, join our Discord.
Also, due to Steam rules, we can't post links to third-party resources such as Patreon here. However, if you want to support us, subscribe to our Discord, there you will find all the information.
Swap the scheduling of Akizuki Misaki's idle time in the restroom and room, ensuring the restroom schedule is more likely to occur. Added FMOD Logo and fixed potential crashes caused by FMOD. Fixed an issue where words in dialogue bubbles couldn't be clicked for keywords in the following sentence because they were selected in the previous one. Slight adjustments to the text.
Vlad Voievod Dracula. Episode 1 Manhunt - Tiberius
The root of the performance issue has been identified. This is a quick update addressing the issue. More improvements are planned in the future.
Also a few minor bugs had been fixed
The character control for Dracula (Red skin / Ottoman Kilij sword) had been updated after the player feedback. More adjustments are planned in the future.
Join us at 5pm JST / 8AM UTC on October 13th for a special Next Fest livestream.
Take a closer look at the PixelJunk Eden 2 demo, followed by an in-studio musical performance from the game's Director and multimedia artist; Baiyon.
If you can't wait until then, make sure to check out the timed exclusive demo that's available right now. Swing and soar through the gardens of Eden and learn the ropes in a new tutorial.
We would like to invite you to the next stream of the Urban Explorer demo, where together with the developers we will talk about the latest changes and plans for the development of the game.