YEAR TWO: 2023
By this point, with the vertical slice demo script still not finished
on her end, Liana and I had begun brainstorming about the combat demo.
Several brainstorming sessions have taken place, but Liana hadn’t begun
writing the script in the Google Docs, which was the repository we were
using.Song had been struggling with the NPC art and Liana isn’t
confident she’ll be able to finish it, but I feltl that the character
generator would go a long way towards alleviating some of those issues.
In the December update which was posted on my channel the last week
of December, but wasn’t posted on Kickstarter by Liana until the first
week of January, I fill the backers in on the character generator, and
they get a peek at the new Beelzeboob sprite which I finished over the
holiday break.
Since we were pivoting to the combat demo as its own
story, and Beelzeboob wasn't going to be featured in it (only Boy,
Solomon, the Princesses and Maus were supposed to be playable in the
combat demo as per the script), I put the task of making her combat
sheet aside for when we'd pivot back to the main demo.
It is
important to acknowledge this shift: The main focus of work went into
the vertical slice demo, until Liana became stuck in the 4tress puzzle.
Then there was a swerve towards producing the combat demo.
January and February saw me beginning the work on Princess
Sparklepony's second combat system- the dance fighting system which I
ended up calling Prance Prance Convolution, which was a riff on all the
DDR machines that were inescapable in malls during the 2000s.
Remember malls?
Anyways, at this time I also laid out the map for the first section of
the combat demo. At this point Liana still hadn't begun the demo script-
the official document file wouldn't be created by her until September.
We talked back and forth on Telegram regarding the contents and ideas
for the demo but she didn’t start the official script at that time.
To complement the fact that in the early vertical slice demo, it's just
the princesses until they reach the Shimmering City. Sparklemuffin is a
non-combatant, so Pony needed to be able to take the brunt of offense in
a significant way, while you learned to keep her alive using
Sparklemuffin's magical songs. The magical poop flinging was a
complement to that system that allowed to hit your enemy with debuffs,
which weren’t in Sparklemuffin’s inventory, and which you wouldn't
really get until you unlocked other party members like Armand.
The mechanic was balanced in such a way that performing the dances was
expensive in magic points, but you could replenish them by draining the
soul of your enemies- but only for as long as they themselves had magic.
With each soul devoured you also got magic poop to use as a throwable
weapon that also applied status effects.
Pony's real strength was as an alchemist, so her melee attacks wouldn't
be as strong as the others in the game, but they were ok for the earlier
game. Later on, you'd be able to supercharge her dance attacks when you
unlocked her final class upgrade.
February had some more progress as well, with the work on the dance
combat system. I had to start from scratch since the system was
different from Sparklemuffin's system, this version used keyboard or
controller directional inputs. Originally, there was talk of making it a
timed rhythm section for each dance, but it was decided that it would
prolong combat length, and that it might also pose certain difficulties
for players with coordination issues.
When Mara was on-boarded, I walked her through the particulars of the generator. As with Song, I tasked Mara to ping me directly if there were any issues for which she may have needed my guidance.