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  1. Air and Earth spells have been fully implemented, just need to do a balance sweep and re-do the Earth Siphon effect/icon. It just doesnt look nice haha. 


    I started playing with traps and was kinda bummed to see it has no dropdown for Area of Effect.


  2. https://ascensiongamedev.com/resources/filehost/429bdf601a7f9c54707a347f3e36838f.mp4

    First projectile is in! Its a weak spell with knockback for water builds, basically helps them position for healing.

    Also have 4 more spells outlined for each class and the icons/animations are done for the new air/earth branch!



  3. Heads up---I will be making less fewer updates in the upcoming days! If you enjoyed peeking in at my progress let me know! I'll get back to it Wednesday! (Ill likely just work on churning out some new assets in my free time before then)


    Workflow: Need Arise->Asset Creation->Implementation->Testing

  4. v0.016 Changelog + Previews

    -Special thanks to @jcsnider for his post outlining how to reference player variables. It can be found here: 


    I added a few events to the game. Meaning things that happen when certain conditions are met. 

    There is now an event that resets your level to 1, and changes you from (Element) Acolyte to Adept. This is the 2nd base class. It has no new spells, but it takes more exp to level up. It also gains more status points on level up. 

    There is also the framework for changing to Water, Earth, Fire Adepts. Air adept is fully implemented. However, the game has not been populated with 2nd branch spells yet. Each combination of classes will unlock a unique skill, 4/0/0/0, 3/1/0/0,0/0/2/2 ect ect. And investing in the same class multiple times will both increase all spell efficiency/output as well as give a unique spell. 

    Experience will need to be balanced, because at 70+ the numbers start to get a bit insane. Especially as an Adept.

    A player variable for "Reincarnation" has been added. And a few events associated to it.

    1. On level up, your Reincarnation count is checked. This currently has no purpose. The plan was to allocate additional points this way, but i found it easier to just create new class bases and make the scaling happen during the class chance from base adept to elemental adept. 

    2. An even sends a global message when anyone rebirths. It also says how many times the player has rebirthed by referencing a player variable.

    3. Reincarnation itself is current just handled by a specific tile with an event on it. In the future classes will not gain all spells at once.





    I really want players to be able to reroll their gems, its just too restrictive as is. This means for each gem, Ill be making 10 versions of it. Its really tedious but is necessary for players to be able to change what slot a gem goes in. 


    As you can see, I've done some testing of a Water Acolyte rebirthing and becoming a Air Adept. You retain your past lives skills and gems, gear has no level requirements. Oh yeah, Clucken sets done! The hat, shield, weapon, armor, belt, boots are all paperdolled. So they have unique side and back views and move with the character.  Gear as a whole will likely be re-balanced again soon. I current have a set of gear giving 50% more stats. 

    Once I finish with all the events, I will add the final 4 spells for each first branch. 

    Build Ideas:

    Im thinking that 1st class choice will always have an influence on further choices. So fire will influence the unique skills gained. Then the final class choice will lock in your stat scaling. Rebirth 4 and up will only increase statistic gain and exp required to level. Thought I would like to see rebirths giving something more....like special access or opportunities. Areas in the world gated with a Reincarnation player variable check.


    Scale back exp required to level and exp granted from enemies. 

    Play around with balancing skills more. 

    Create three more gearsets. Cave Clucken, Hopper, and Rat set. 

    Populate the world with test areas for level intervals of 5.

    Create a character for each range and test balancing til it feels right.

  5. The hopper! 7aeea67d2ecc9dabb2aab718669307c0.png

    ((i really hope that doesnt look like mewtwo to everyone else))

  6. Found some time to go through my current maps and make the lighting more uniform!

    Indoors /35 Outdoors /50


    Also added banking via consumable item--this is mostly a workaround for eating items when dismantling. ---Oh yeah I added item dismantling! The entire clucken set can be crafted @ 100 Clucken Feathers each. They have a stat variance of +/- 10. They can also be dismantled for 10 Clucken Feathers. 


  7. Below is a link to the most detailed dev-log yet! I dive into story and balance elements!




  8. Video features a long example of the water acolyte and short ones of the other three classes.

  9. fa389689184376cf658b8f0739a02b7c.png


    I think for the most part the style is coming together, for icons. After using the animations in game I do see many places to improve, mostly on animation speed. Many effects are much too quick!

  10. 648862408a9eeef1ede450a24ef4b5c2.png

    fire spells are in!---AND SO IS GEAR CRAFTING. Using stat ranges for gear adds loads of replay-ability to a game!

  11. @Aesthetic Ive got your game on my quickbar XD...the level of polish is simply amazing! 

    1. Aesthetic


      Thanks so much! :D


  12. d3489bc5dc9274b2705fbfc14343f553.png

    Water skills icon'd n animated!

    Now to fire *_*!



  13. I found this post but then couldnt find the bug in the bug tracker. I've been trying to design a shield spell that scales along with the players statistics, however that doesnt seem to work at all and it only takes flat damage and adds it to HP. I also was trying to "stack" the spell effect--which seems impossible. The extent of what I tried was changing around the damage type and scaling value. I also noticed that added effects on spells seem to disable any HoT or DoT. Perhaps this is just with shield. I feel very limited with it, without it scaling its something id have to make numerous different spells for to allow for perceived scaling. That would break the theme of other spells and I dont want to go that route. I may just use HOT effect in place of Shield effect. If anyone has any insight on the current state of "Shield" as a "Spell Effect" please let me know! -Can a spell be recasted and the shield effect continuously added? -Can spells with shield also utilize DOT or HOT? -Can Shield spell effect scale?
  14. Im about to start working on changing how damage and defense interact and this post was very helpful!:



  15. ca60caa6efb36f9ca862a7c4fad94731.png2449aab3accc24293020581ec1431e6d.png  c7cdbc5386746470b57bfbefc795de1e.png0aa6daabc39b35b3cd15214404423c11.png3f9f90224351eb563482f5818a8cb440.pnge83f7277b24c5cd4d8bf91199662aba8.png

    All spells for all classes are now in! Earth spells are animated and Icon'd.

    This is my first video with commentary so the audio quality is pretty bad--will work on that. All 4 class changes are available, as well as all of their skills and skill gems. 

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