Spankers and Spankees,
No Etrian Odyssey episode for you guys today, sorry. I’ve got most of it written, but I still need to write the fallout, and edit it, and all of that’s not happening tonight.
I would have had it written (though possibly not edited) by now, except rather than spending the morning working on it, I spent the morning tweaking the latest version of Potion Wars so that I could get it to my beta testers today. I’ll shoot for having the next Etrian Odyssey episode ready for next Sunday. Again, sorry about the delay, but I’m busier these days than I was for most of January.
Anyway, I’ve made big progress on Potion Wars in the past few weeks. All that’s left to be written for the first act of Episode 2 are a scene by Emily involving a subplot with Carrie, and a scene with Ildri that Jeffrey is writing. My plan for this week is to run my translate script through the content I have now, and make sure the translation works on non-trivial input. Since it certainly doesn’t (code never works the first time you run it on non-trivial input), I predict a week of very frustrating bug fixing ahead of me. But suck is life.
I’m hoping to get a new version of Potion Wars out complete with new content by the end of February unless my writers are too busy to write and don’t tell me (*cough* Jeffrey I haven’t heard anything from you *cough*) or we run into a lot of problems during beta testing. It’d be awesome if we could get something out sooner, but this is software. Software always takes longer than you plan. Always.
I’ve also made a lot of changes to the level up mechanics of the game to make them much less deterministic. I’ll post a big-ass blogpost describing the new mechanics in a few weeks (I want to give my beta testers a chance to run through the first episode a few times, so that we can tweak things as necessary). Hopefully between the new more deterministic level up mechanics, and the elimination of random encounters, the first episode will be much more balanced.
Oh did I mention? I’ve also eliminated random encounters and replaced them with static battles. Most of the static battles are invisible on the map, but they have a fixed number, type and gender of enemies, and once you win them, they don’t refresh. Note that you will still have the enemy-generating squares however, in case you find yourself in need of some grinding. I’m going to try to balance the game so that that isn’t necessary, but I am also trying to make the game challenging. So you might find yourself needing to grind if you’re not much of an RPG player, but you don’t want to lose all the boss fights. Plus, some of you may just enjoy being ridiculously overpowered.
One final thing: I’ve ditched the whole dinosaurs thing. I do still think that the Jurassic period makes a perfect setting for a fantasy game, but alas dinosaurs make things more fantastical, which clashes with the more grounded tone of the main story. There are enough tonal clashes as it is between the story and the spankings. I don’t need any more. Perhaps a future, more lighthearted game will be set in a Jurassic period with people.