Figured it’s about time I start to pull back the veil on relics, which are moving closer to release.
Here’s a screenshot of the six relics that will be initially available after this feature release.
And here are the primary and secondary elements, and the abilities they grant, for the Titan’s Fist relic.
The Titan’s Fist is relatively straightforward: its primary elements offer a choice between straight damage in Slash, or a mix of damage and disabling in Impact. The secondary elements offer a variety of “seasoning” options to augment the raw melee power the Titan’s Fist starts with: area-effect attacks, charge attacks, reactive auras that damage, stun, or debuff attackers, support effects to further increase damage output, or quick recovery from damage taken. Titan’s Fist is a good example of one of the interesting facets of the relic system: different relics will have different takes on the various elemental types of abilities. Titan’s Fist demonstrates this in its melee-oriented takes on traditionally ranged and support elements such as Fire, Buff, and Healing.
I’ll be posting previews of other relics in detail as they near completion. Stay tuned! If you have comments, feedback, or questions, don’t forget the forum is back online: check it out at the Forum link just above the Twitter button on your right.
Great changes, I really like them, I just think that the melee oriented relics could be weapons, I would really like a sword and shield option for example.
This looks amazing! :O
I can’t wait for this! The melee oriented characters I make seem slightly out of place in the current system, and more options are always fun! STRANGE MAGIC TOO!
Glad everyone’s excited about these. Going to make a push this weekend, so hopefully I’ll have more I can show you soon.
Galthaar: Hmm.. relics are lore-wise supposed to be things that merge with or replace part of the user’s body. But… I could see having relics that generate magical weaponry/shields for their bearer to use. Crown of Glory might be a good candidate for that, since most of the sprite is “free” to mess with due to it being headgear. I could also work on making the art for melee relics look a bit more… I dunno, bulky? Titan’s Fist might not be very convincing as a large metal fist you smash things with in the current art.
No promises on when I’ll redo their art, but thank you for the feedback. I will keep it in mind when doing future relics too.
Please, don’t bother with this if you think it doesn´t fit with the theme, it´s not important in fact. How many relics do you plan for the future? Will you implement other kinds of equipment or artifacts to be found in the game in the future?
The number of relics is going to grow over time: I don’t have a set limit, and it will probably only stop when I don’t have any more ideas for new ones that are interesting and sufficiently different from the rest. The next major group of relics will probably be when the traits system finally gets fleshed out: that will give me a lot more options on what relics can do/change gameplay wise.
Other equipment: haven’t decided yet. I’ve considered having a single equipment slot for each party member for an “accessory”-like item, or some typical (3? 5? 8?) number of slots for the player and none for demons, but have not definitely settled on any answer (or even whether to do it at all.)
One of my bigger points of hesitation on equipment is that players already have a party of 8 demons and their abilities to manage, and the interplay involved with comparing various demons and abilities and deciding which ones to keep/use is already pretty similar to the sort of flavor equipment systems add.
I do love progression systems… but I’m undecided on whether this would be “another fun progression system” or “one fun progression system too many.” At the moment I’ve put the idea aside since I’ve got plenty of stuff to do that I’m much more certain about wanting in, so I probably won’t make a call on this anytime super soon.
I have an idea fora a specialized relic, but it fiddles with summoning mechanics and I don´t know if it is possible or desirable.
Name: Summoner’s Soul
Properties: Set all attributes except vitality to 1, and reduces stamina to zero permanently; the only ability it gives is a new summoning slot so you can have 4 demons out at same time. Each time you level up, instead of gaining attributes normally, you gain 1 vitality and can choose a demon to increase all of its attributes by 1 point each.
It’s not possible yet… but it will be in the future. With bigger mechanic/systems like relics, I usually implement a simple version first, then start upgrading them over time. I don’t like sitting on a major feature for months and months.