During our game testing, we found one change that we made from Last Dream I / World Unknown wasn’t holding up as well as we thought. In Last Dream II, we had originally planned to separate monster remains into two types: common and rare. Common remains would only be utilized for earning gold and would have no other utility (e.g. not useful in synthesis). The other types of remains, rare remains, would be more valuable and you could sell them ...
Continue Reading → ShareRealism vs. Fun for Monster Remains
Posted by: Andrew Walker
White Mage Prologue Complete!
Posted by: Andrew Walker
We’re happy to announce that all of the content for the White Mage prologue has now been completed! The White Mage prologue is the largest of the four that have been completed with two unique towns/villages and two dungeons along with a full complement of party members. Our next step is to balance all of the 4 completed prologues in terms of difficulty. One of the biggest challenges in balancing the various prologues is the fact that each prologue completed ...
Continue Reading → ShareGalice Port Complete
Posted by: Andrew Walker
The last mapping for the White Mage prologue – Galice Port – has now been completed. It’s taken a while because the port art such as the docks, boats, ship, etc. all had to be created from scratch. Now that this is complete, we’ll be doing extensive game testing of the White Mage prologue including improving the balancing.
We hope to be able to report soon that the White Mage prologue is complete which will mark the 4th prologue complete and ...
Continue Reading → ShareWhite Mage Skill – Invisible
Posted by: Andrew Walker
One of the important subset of skills for the White Mage are those that boost defensive attributes. The White Mage can increase one of those defensive attributes – dexterity (DEXT) – with a skill called Invisible. In prior Last Dream games, there were two separate attributes called “Accuracy” and “Agility” that controlled the offensive and defensive aspects of hit chance for an attack, respectively. In Last Dream II, we’ve combined these two separate attributes into a single attribute called Dexterity.
So ...
Continue Reading → ShareWhite Mage Skill – Holy
Posted by: Andrew Walker
The White Mage’s single attack skill is Holy which allows her to deal significant damage to the undead. We hope to highlight its utility by making all of the enemies in the first dungeon undead. In the video, you can see the White Mage decimating an Undead Toad with her Holy magic.
One of the great benefits of switching to the Godot game engine has been the ability to use shaders. With the White Mage’s Holy skill, we’re able to use ...
Continue Reading → ShareWhite Mage Skill – Bright
Posted by: Andrew Walker
As we continue through the White Mage skill animations, we decided that it would be better to avoid having two separate skills for a single ally status cure and a party-wide status cure. In the original Last Dream, Bright was the single ally cure for Blind and Flash was the party-wide cure for Blind. In Last Dream II, similar to what we’ve done with combining Cure and Heal into a single skill (Heal), we have decided to combine Bright and ...
Continue Reading → ShareWhite Mage Skill – Life
Posted by: Andrew Walker
Next on the list of White Mage skills to complete is Life which allows resurrecting a party member who has reached 0 HP and died. Life makes use of the detailed target scope system in Last Dream II which allows for a huge variety of allowed targets including factors such as dead/alive, ally/enemy, random/selected, and the number of targets. Life can only be used on dead allies and you can see in the video how it automatically selects the one ...
Continue Reading → ShareWhite Mage Heal Skill
Posted by: Andrew Walker
We’re continuing to develop and test the skills for the White Mage prologue, now with a focus on the White Mage’s skills (as opposed to her Templar companions). Our initial efforts have been one of the White Mage’s foundational skills – Heal. With Last Dream II, we’ve decided that we didn’t need separate “Cure” and “Heal” skills for the White Mage. In the past, “Cure” was the single target healing skill and “Heal” was the party-wide healing skill.
With the switch ...
Continue Reading → ShareTemplar Skill Animations
Posted by: Andrew Walker
As we continue to work on the White Mage’s prologue, our efforts have turned to the skill animations. We decided to focus on the Templar characters first – Baaduri, Gatsi, and Gaimi. We’re happy to report that we’ve now finished all of their skills including the animations and upgrades. The video shows the Holy Slash skill available to two of the Templar characters – the Templar Captain and Templar Knight. It’s a normal attack infused with Holy elemental which will ...
Continue Reading → ShareCoastal Cave Testing Complete
Posted by: Andrew Walker
We’re continuing our game testing and we’ve now completed testing of the Coastal Cave – the first dungeon in the White Mage prologue. The mapping has been polished, all of the cutscenes are complete, all of the enemies are setup, the treasures have been placed, and the enemies have been rebalanced to make them a bit more challenging.
To improve the cutscenes, we created new functionality to split the party so that you can see all of the party members during ...
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