[ENG] 2018 August 1st Report

Hi everyone! August 1st report is here!

Programming

I realized that it’s hard to work on Armor Bonuses without deciding the skills first. They should synergize together, so I think it might be better to build all the skills first and move to armor bonuses after that.

Light and Dark Skills

Finished scripting Light and Dark skills in the game! Currently, there are a total of 20 Light skills and 18 Dark skills in the game. While some of these will be available in Chapter 3, some of the high level one will be available after that. Here’s the list of all the Light and Dark elemental magic.

Please keep in mind that the name of the skills are not final yet. Some effects might also be changed after the play testing!

Light Elemental Magic

The theme of Light elemental magic is “protection”. Many of the skills will create a unique special gem that will help protect you from various terrible situation. The basic special gem of Light elemental is [Blessing] gem. Many Light magic will reach its full potential if you have a friendly [Blessing] gem on the board.

Holy Light & Holy Nova

Basic dealing Light damage and create a [Blessing] gem skills. Holy Nova is an upgraded version of Holy Light, creating a reinforced [Blessing] gem.

Sanctuary

Creates a unique 3-turn [Sanctuary] gem on the board. While this gem is active, cancel white and orange gem effects for both sides. If a friendly [Blessing] gem exists, the [Sanctuary] gem is reinforced.

This is designed to give you some safety while setting up for a counterattack or a big combo. It doesn’t prevent the opponent from using a skill, however, so you might want to use it while collecting skill gems to deny them any offensive move.

Mind Guard

Restores your health and creates a unique 3-turn [Mind Guard] gem on the board. While this gem is active, destroys all enemy [Charm], [Fear], [Sleep], [Berserk] and [Panic] at the end of your action. If a friendly [Blessing] gem exists, the [Mind Guard] gem is reinforced.

A skill that will guarantee to keep you safe from any Mind status aliment gem, potentially give you a free cascade.

Heal & Healing Ray

Your basic healing spells. Healing Ray is an upgraded version of Heal that also creates a [Blessing] gem, in case you don’t want to bring Holy Light or Holy Nova with you.

Might, Aura, Wall and Shell

Standard buff spells that boost your offense and defense power. They have been upgraded and will now reinforce the Boost and Resist gems they create if there’s a friendly [Blessing] gem on the board, making your buff last longer.

Rebuke

Creates a unique 3-turn [Rebuke] gem. While this gem exists, there’s a 50% chance that an opponent’s skill that target its user will be interrupted. If a friendly [Blessing] gem exists, the gem is reinforced. While a friendly [Blessing] gem is on the board, the chance of interrupting the opponent’s skill becomes 75%.

A spell that if combo with [Sanctuary], can pretty much guarantee your safety from both match damage and opponent’s skills. Interrupting the opponent’s skill waste both their action and their skill points, so it’s very useful to keep you safe. Without [Blessing] gem, the chance is 50% which is lower than [Fear] gem though. But it stacks with [Fear] gem so you can also use both for a higher chance of interrupting the opponent’s skills.

Hand of Hindrance

Deal heavy Light damage to the opponent and creates 2-turn [Strength Bind], [Magic Bind] and [Agility Bind] gems. If a friendly [Blessing] gem exists, all created Bind gems are reinforced.

A high level Light spell that can seal the opponent movement. [Strength Bind] and [Magic Bind] stop the opponent from charging and using skills, as well as reducing their parameters. [Agility Bind] gem stops the opponent from getting an extra action from a match-4. If used with a friendly [Blessing] gem, the reinforced Bind gems pretty much guarantee that the opponent’s movement will be completely sealed for 2 turns.

Divine Retribution

Creates a unique 3-turn [Divine Retribution] gem. While this gem is on the board, if the opponent makes a white or orange match, or using a skill that targets its owner, this gem deals medium damage to the opponent afterward.

A high level Light spell that punish the opponent for trying to harm you. The white and orange matches don’t even have to be successful for this gem to activates its effect. As long as the opponent’s trying to harm you, it will punish the opponent. You can combo it with Sanctuary or Rebuke to not only cancel their actions but also punish them for those actions.

Magic Salvo

Select a non-orange basic gem. Converts the selected gem and 4 random gems of the same color to orange. If there’s a friendly [Blessing] gem on the board, convert all gems of the selected color to orange.

A board control spell that has many utilities. You can use it to guarantee an extra action from a match-4, or use it to deal launch multiple magic attacks at once, or to deny the opponent a specific color on the board. Need a [Blessing] gem to show its full potential.

Chain Jail

Creates a friendly 3-turn [Strength Bind] gem. If there’s a friendly [Blessing] gem on the board, the gem is reinforced.

A low level Bind status aliment spell. You’ll get to see this in chapter 3.

Sunburst Mirror

Select a basic green gem and converts it into a 3-turn [Sunburst Mirror] gem. While this gem is active, reflects any magic attack or magic skill that target its owner back to the user. Each time it activates, the gem’s timer is reduced by 1. If a friendly [Blessing] gem exists, the duration becomes 5 turn instead.

Another high level Light spell that both prevent you from the opponent’s attack and punish them at the same time. Can be comboed with Divine Retribution to add salt to the injury.

Dispel Ray

Deal light damage and disenchant up to 3 enemy [Physical Boost], [Physical Resist], [Magic Boost] or [Magic Resist] gems. If a friendly [Blessing] gem exists, disenchant all Boost and Resist gems instead.

Your basic remove damage and protection buff skill. In case you have to fight someone who reinforces their Boost or Resist gems, which makes it hard to destroy.

Celestial Protection

Converts up to 3 enemy [Paralyze],[Bleed],[Poison],[Freeze],[Shock] and [Burn] to friendly gems. Creates a [Magic Resist] and [Physical Resist] gem with a base strength of {a.INT * 1.5} plus an additional strength of {a.INT} per converted gem. If a friendly [Blessing] gem exists, converts all gems instead.

A spell that can be used both for defensive buff and to turn all the Body status alignment back to the opponent.

Blinding Light

Deals medium Light damage and create a 1-turn [Darkness] gem. If a friendly [Blessing] gem exists, create a 3-turn [Darkness] gem instead.

The only Light elemental magic that can create [Darkness] gem, limiting the opponent’s movement. You can use this to defend your special gems as well.

Tranquility

Reduces opponent’s rage meter. If a friendly [Blessing] gem exists, the rage meter is reduced greatly. After the rage meter is reduced, if the opponent’s rage is less than 25%, also creates a friendly 1-turn [Sleep] gem.

The only Light elemental magic that let you control the opponent’s Rage meter. Can be used to stop the opponent from entering Rage mode or use to put the enemy to sleep, skipping their turn.

Dark Elemental Magic

Dark elemental spells will give you many tools to annoy the opponent, as well as plaguing the board with all the bad status aliment gems. Unlike Light elemental skills, many of Dark elemental skills create a Trap gem instead of a reinforced special gem. The basic special gem of Dark elemental is [Curse] gem, and you need it for many of the spells to show its full potential.

Curse & Blood Curse

The basic creating a [Curse] gem spells. Blood Curse is the upgraded version, creating a reinforced [Curse] gem which makes it survives longer.

Shadow Needles

Deal low Dark damage 1 ~ 4 times, creating a friendly [Bleed] gem. If a friendly [Curse] gem exists, create 2 additional [Bleed] gems.

A multi-hit skill as well as a potential to create multiple [Bleed] gems at once. Good when you need a [Bleed] gem for your other passive effects.

Evil Gaze

Deal low Dark damage and reduce all opponent’s skill charge by 3. If a friendly [Curse] gem exists, reduce all opponent’s skill charge by 6 instead.

Watching people playing the game, we’ve found that the old Evil Gaze was too weak. We hope that the new change will make this a viable alternative to Hard Knock when you want to delay both magic and physical skills.

Miasma

Creates a 3-turn [Miasma] gem. While at least one of this gem exists, at the end of your turn, reinforces all friendly [Bleed], [Poison] and [Burn] gems on the board. Your orange match now has a 60% chance of creating a [Bleed], [Poison] or [Burn] gem. If a friendly [Curse] gem exists, create two additional [Miasma] gems.

A buff Dark spell that will make it very easy for you to create those damage-over-time gems, as well as guarantee that they’ll stick around for a long time. The effect doesn’t stack, so having many of these gems on the board only serves to guarantee its safety. Try to find a way to make as many orange mathces as possible for full potential!

Enervation

Creates a 3-turn [Enervation] gem. While this gem exists, opponent’s white, orange, green and blue match effect is reduced by 1 level. If a friendly [Curse] gem exists, creates an additional [Enervation] gems.

A debuff Dark spell that reduces most match effects of the opponent. Reducing by 1 level means a number of gems in a match is reduced by 1 during the effect calculation. The Enervation gems stack, so having two of them out at once would reduce almost any match effect to just a single gem value.

Mesmerize, Evil Smile, Enrage

Your basic Mind status aliment gem creation spells, which create [Charm], [Fear] and [Berserk] gem, accordingly. They have all been upgraded to create two additional gems if a friendly [Curse] gem exists, helping it last on the board longer.

Spirit Parasite

Creates a friendly [Spirit Parasite] blue trap. While this trap is on the board, steal 1 skill point from opponent’s yellow or purple match effect. If a friendly [Curse] gem exists, create two additional [Spirit Steal] traps.

Since it’s a trap gem, the gem will stay on the board until it’s destroyed. The effect of Spirit Parasite does stack, so having three of them out would mean you completely steal 3 skill points each time the opponent make a yellow or a purple match. You can combo this with Enervation to stop your opponent from doing anything at all and keep feeding you free skill points.

Illusion

Select 5 basic gem, creates [Illusion] traps on the selected gems. If the trap is matched by the opponent, the match effect is cancelled and the current cascade is interrupted. If a friendly [Curse] gem exists, creates 5 more random [Illusion] traps.

A stronger version [Vortex] gem. Not only that match effect is cancelled, but any match from that whole cascade is also cancelled, completely stopping the opponent from any lucky cascade. Being able to choose where to place the trap mean you can deny a specific gem to the opponent.

Chaos Burst

Deal medium Dark damage and destroys up to 5 friendly [Panic] gems and gems around them.

A boardshake spell that doesn’t need a [Curse] gem to reach its full potential, but requires [Panic] gems instead. There are many ways to create [Panic] gems, so you can use Panic + Chaos Burst combo as a way to reset the board.

Poison Rune

Creates a unique 3-turn green [Poison Rune] gem which create a friendly [Poison] at the beginning of its owner’s turn. If matches by the opponent, it explodes, dealing low magic damage, increasing the strength of all friendly [Poison] gems. If a friendly [Curse] gem exists, a [Poison Rune] gem becomes a green Trap gem instead.

A rune-series Dark spell. If casted without a [Curse] gem, it will be a Timer gem that last 3 turns. But with a [Curse] gem, it’ll become a Trap gem instead. Being a Trap gem means it will stay on the board forever and if the opponent matches it, they’ll have to take damage and all the Poison gems will be stronger.

Panic Rune

Creates a unique 3-turn yellow [Panic Rune] gem which create three friendly 3-turn [Panic] gems at the beginning of its owner’s turn. If matches by the opponent, it explodes, dealing low magic damage, increasing the duration of all friendly [Panic] gems by 2. If a friendly [Curse] gem exists, a [Panic Rune] gem becomes a yellow Trap gem instead.

A panic version of Poison Rune. Can be used with Chaos Burst to guarantee that there will be Panic gems on the board at all time.

Silent Jail

Creates a friendly 3-turn [Magic Bind] gem. If there’s a friendly [Curse] gem on the board, creates two additional [Magic Bind] gems.

Basic Magic Bind creation spell. Good with a magic user opponent.

Chaotic Retribution

Creates three friendly 3-turn [Chaotic Retribution] purple gems. While one exists, if the opponent heal themselves, deal damage equal to 200% of the healing amount. If they use any skill that target themselves, deal {a.SpAttackGemValue * MediumDmgTier2} Dark damage to the opponent. Disenchant one [Chaotic Retribution] gem afterward. If there’s a friendly [Curse] gem on the board, creates two additional [Chaotic Retribution] gems.

A skill that punish the opponent from healing themselves or casting any buff on themselves for at most three times without a [Curse] gem. Useful with an opponent who likes to make a green match.

Ghost Trick

Deals low Dark damage and converts up to 3 enemy [Physical Resist],[Physical Boost], [Magic Resist] and [Magic Boost] gems to friendly gems. If a friendly [Curse] gem exists, converts all gems instead.

A skill that steal the opponent buff gems. Probably better than Dispel Ray, so I’ll have to make this cost higher.

Dark Prosecution

Deals high Dark damage. If there’s a friendly [Curse], [Poison], [Bleed], [Burn] or [Panic] gem on the board, the damage increases by 100% for each type of those gems.

A high level Dark skill that has a potential for a very high single hit damage if you can fulfill the condition. I’m thinking it should be possible with [Miasma] and [Panic Rune].

Skills Status Checking

To keep track of the status of the development of each skill in the game, I use a spreadsheet like this:

Skills Development Status Spreadsheet

  1. Scripting: this column shows the state of the coding of that skill. The skill must works correctly programmatically for this column to be marked as complete.
  2. FX: this columns shows whether we have finalized animations and sound effects to the skill already.
  3. Balance: this column shows whether the skill’s power and cost have been decided.
  4. Proofread: this column shows whether the skill’s English description has been proofread already.
  5. Localized to JP: this column shows whether the skill’s description has been localized to Japanese already.

Currently, the scripting part of all Light elemental and Dark elemental skills are completed. I’ll finish the scripting of all the other skills first before moving on to the other columns.

Bugs Fixes & Improvements

Writing

Main Story

Please note that while a single bullet point might not look like much, sometimes it actually consists of many scenes. In this case, the 3rd main quest includes the quest introduction scene, some scenes that play in the dungeon, the quest completion scene and an erotic scene with Captain Jara. As much as we want to describe this part in detail, we can’t reveal much without spoiling the game’s story :(

Graphics

Kronus' Visual Novel Sprite

Finished coloring Kronus' visual novel sprites.

Kronus' VN Sprite

Lambert’s Visual Novel Sprite

Finished coloring and finishing the rest of Lambert’s sprites.

Lambert's VN Sprite

Tharsix’s Punishment Scene 2

Finished coloring the second punishment scene of Tharsix.

Tharsix's Second Punishment Scene - Base Image

Tharsix's Second Punishment Scene - All Variations

Volga’s Punishment Scene 2 Sketch

Null-Ghost finished the complete sketch of Volga’s second punishment and all of its variations to us.

Volga's Second Punishment Scene Sketch - Base

Volga's Second Punishment Scene Sketch - Variations

Other

Future Tasks

Kurono will be working on writing the main story of Chapter 4. He and I will also be working with Gamma-g on designing the erotic scenes between Volga and the rest of the main casts. I’ll work on the rest of the skills while writing Lambert and Cyrus' dating conversation scripts.

That’s it for this report. See you next time!

- Punipen