New U, new I.


And once again, we are back.  How's it hanging?

I am pretty happy with the progress I have made since last DD, and feel the game is starting to take shape. The game loop is coming together, and I am feeling the game solidifying .  I have a good base I feel, but need more content and a "hook" to keep playing.

Goals for next demo day 56:

- Expand unit personality
I have some basic unit personality stuff, and would like to expand it.  Make actual family structures, or maybe a designated "main" unit to follow for a story.

- Expand events
Right now I am sitting at ~15 events, and some are better then others.  I want to make at least 5 more high quality events for DD56.

- Expand Quests
Quests are very basic now.  I want them to be multiple levels, across 2-3 map completions. ideally with a driving story.
IE: Town is under attack -> The bandit leader steals some children -> Final battle at bandit hideout

- Expand Combat
I'd like to add something to spice up the 20 year old combat of GBA fire emblems.  I'm not sure what, but I'm considering giving units a one turn activated skill.  Something to give them a bit more uniqueness.  But in the end, this would be a stretch goal.

My goals may change as I get more feedback, but this is what I am thinking right now.  I also think this will be my last demo day cycle with this game.  I've learned a lot, but have a few smaller scope ideas I would like to pursue.

Full Changelist:

- New UI
No more B/W boxes!  Now everything should have nice looking backgrounds.

- New Unit Types
Cleric unit: Heals other units
Cavalier unit: Horseman who can use swords and lances
Knight unit: Heavily armored spear unit

- New Items
A host of new items, from weapons that target specific unit types, potions that temporarily boost stats, and royal weapons that are strong but fragile.

- New events
Many new events added for a total of 16!  

- Quest Selection
Each time you start on the world map, you can choose one main mission to complete.   These are basic for now, but have the potential for branching small stories or quests

- Map tool improvements
Made several changes to mapping tools to allow for more specific level crafting of enemy AI types and goals.  This should give levels more variety instead of all the units rushing you at once

- Different map goals
New ways to complete maps, such as Survival, Killing a boss unit, Escape, or escorting a unit to an escape

- Dialogue screens
Units can now talk to the player, and recommend courses of actions for random events, or before levels.

- Many many bugs fixes and smaller changes

Get West Marches

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