Post #7: Animation, Summoning, and More


I've been working on a number of changes recently, and hoping to release a new downloadable version in the coming months as the game is now quite a bit different!


Game Intro- the tool I'm using (GameMaker Studio 2) has some new animation features so I gave it a try.  The characters that appear in the intro animation are randomly selected from the (currently) 53 recruitable Heroes


Summoning- here's what the gacha draws currently look like, where you can summon new Heroes. When you start the game you'd normally get 2 or 3 Heroes to start with, but I'm just drawing a bunch here to show how the process works:


Heroes Menu- here's where you view your Heroes, check their stats, and eventually you can equip / customize them. I removed the concept of setting up Squads ahead of time, so now things are more fluid as you can use whatever combination of Heroes you want at any time (so long as they aren't KO'ed!) 

Combat: this shows how you can change your active characters between Round of combat. If a Hero is KO'ed, they will be automatically replaced by reinforcements. However, you can also customize the active party to include exactly who you want. When I re-integrate the Potions system, any Heroes who did not participate in the last Round of combat can be healed before they jump back into the fray. 

This is just an easy early battle as I'm testing, but boss battles can test your line depth!

Get Holdfast Gate

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