News of Febuary 2020


I didn't make any news in January because I spent almost all of December doing one thing, so it wasn't very interesting to make a news ^^.

The month of December
I finished the first and second riddle of Gatto's dreams...
What are riddles?
Shortly after the demo ends, Gatto enters her dreams for the first time with the other 4 playable characters, except that in her dreams she learns a new power that allows her to create rules based on 3 words.
As she enters her dreams I confront the player with three puzzles that require the use of her power, for example : 
Gatto is in a room with a door and two wires, the door is covered with acid, and if you remove one of the wires the door locks. How do you get through the door?

Gatto is a woman now.
I changed her gender because I couldn't make him interesting when writing him and I was struggling to develop him, and I realized that he had a common character for a male character but little for a female character, so I made him a woman.
His dialogues didn't change at all, I just changed his charsets and facesets.

I took out the card system and put in a PP system.
The cards were there to limit the player's actions. But PPs do it better since they allow the player to keep complete freedom on the actions he does in combat while preventing him from spamming a single technique.
However, I'm not so happy with this feature either, so I'll keep looking for more.
I have also changed the use of MPs a bit because I don't like having two systems of capacity limitations. But I won't go into more details now because I don't know how it's going to evolve.

The month of January
I've done a lot of music again.
A lot of them didn't really satisfy me anymore.
I published a video three weeks ago with the remade versions. But I still don't like some of them, so it's always subject to change.

I redid all the items.
In the demo there were too many items for one action. So now there are 3 items for HP, 3 for MP and one that does everything.
I also played pokEmon sword in November and liked the concept of xp candy, so I redid it in Kitty Pride.
The little hearts give 1,000 xp to the whole team, the hearts, 10,000 and the super hearts, 100,000.

I also worked on another category of items called tools.
Tools are items that can be used infinitely and have a useful function, for example an item that converts 10% of MP into 10% of HP, a bestiary, an item that allows you to lose one PP max in a technique to gain exp, I expect about ten of them.

Since the cards no longer exist, it is the skills that can be bought directly. If you already know a skill and try to learn it, you earn a PP in that skill. I don't know how to limit the PP max for the moment. Maybe I'll put a maximum at 5.

I've got types in enemies.
The enemies have 7 different types, divided up as follows for those in the demo: 

(50% of enemies) Normal = No specifics.
(16% of enemies) Spellcaster = Their normal physical attack is replaced by an attack using their magic stat, and hits the whole team.
(9% of the enemies) Insects = Are very sensitive to weight attacks.
(7% of enemies) Regenerating = Are weak but regenerate 100% of HP each turn.
(5% of enemies) Ghost = Dodge 100% of physical and magic attacks.
(5% of enemies) Armoured = Take 10% of physical damage.
(5% of enemies) Mirror = Return all attacks, physical or magical.
(5% of the enemies) Mortal = Have one chance out of 2 to kill with a normal attack.

Monsters can only have one type, for the last 4, there is a technique for each of them that allows to remove their type or to counter it in one way or another. And at least one zone out of 3 has absolutely only enemies that do not appear in the last 4 categories.
There are other details also concerning the enemies, 1 enemy every 3 zones minimum has a very powerful signature technique, I put techniques to all the enemies (in the demo they could only attack and nothing else). And to keep clarity, in each zone, enemies can't have more than 2 different types that have an icon.

I redid all the skills.
My goal with KP is to allow the player to do strategy, and with the skills I already had, I couldn't do it.
So I limited the number of skills that a single character can learn to 5-7 per character, and the number of skills that all characters can learn to 20-30.

There are fewer techniques, but they all have to be very useful.
There are duo techniques, which are much stronger than ordinary techniques but require two characters.
However, these techniques are not just stronger attacks than the others.
For example Drake, for every action he does, gets a bubble and has StarLove, a technique to send them all out and do damage according to the number of bubbles he has accumulated. But Gatto has a technique that does more or less damage depending on Drake's bubbles, without using them.
Magus has an attack to buff to 6 times, and Mai has the same attack but is limited to 3 times. However, Magus has a technique that boosts him at the same time as Mai and allows Mai to go up to 6 times as well.
Mai has a technique with Bakura that gets stronger with each use.
It's only three examples, there are a few more.

I'm going to remove the learning system that I spent a month programming because there are ways to make technique farming more fun than that.
Right now what I plan to do instead is a simple menu where you spend points that are common to the whole team to teach a technique to a character that is unique to them. And those points you earn them by making achievements, like killing a certain number of enemies or advancing to a certain degree in the story, going over a stat threshold with a character, or whatever. The learning system I had programmed was too "dense for nothing" in the end.

I worked on weapons and armor too.
Weapons are classic. There are 9 weapons for each character, and they are numbered from level 1 to level 9 as follows:


In % of damage multiplication
Mai, Gatto, Drake, Bakura, Magus

It's with the armor that we can strategize a little bit.
There are four different types of armor, arm, torso, belly, head. All of which have five levels.
But it's not like weapons, where level five is above level one. No, each armor has two parameters, level 1 is all the way in one parameter, level 5 is all the way in the other, it's like this: 

Here are the stats for each piece of equipment: 
ARM --- ATK <> DEF
HEAD --- MP REGEN <> DEF
TORSO --- DODGE <> DEF
BELLY --- HP REGEN <> DEF

But that's not all, there are also two additional levels, below level 1, there is the mini level, and above 5 the maxi level.
These two extra levels are ultra deep in one stat, but at the cost of the other this time.

To illustrate, here are three possible sets of equipment for Mai that use almost only mini and maxi equipment.

Mai is the only character who can equip 4 pieces of armor, so he is the most versatile. That's why I'm only talking about him.

There you go. That's all for now. See you next month :3

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