So a while back I had to completely retool the game's combat due to my original idea having absurd art requirements I could never ever fulfill in a timely manner.
The game is well under development, and progressing to be something fun and different to all my previous works, while also maintaining a bit from each.
The combat is fully real time, using Usurper's Guard system, dialed up to 11 with a lot of added depth. Additionally relics, are more useful than they ever were in Usurper, as for extra the destructible fun, and interactions from ItF return adding further complexity... and for the first time ever in Skautfold history... PITS. :D Enjoy falling in, or shoving your enemeis down "bottomless" pits.
One of my main focus this time around in terms of story is to create a very open structure similar to SiS but with more complexity, you'll immoderately have access to 2/3rds of the game area and no path is really the wrong choice. Oh and hey I have a proper auto-map now, which will be very much required as the world of this game is about twice as big as Usurper was, and about three times as interconnected.
As for the opposition, I tried to minimize re-appearing enemeis while providing fun new ones, as well as create setting appropriate encounters. Some fun Yokai will appear, some hostile, some not.
I also focused a lot lately on making your enemeis feel alive, they will whine and swear on low hp, might even decide to just run for it, complain if they are thrown down a pit, and in general npcs will react to you being rude around them.
This might come off unstructured and like rambling, but I wanted to reassure everyone the game is still being made, even if its really hard to keep in the right mindset at times.
I want to make this game my best yet, so I will be ready to finish the Skautfold arc of my story with the 5th game after this.
Yes you read that right, Moonless Knight is the penultimate episode in the Skautfold story's first "season" I started calling it the Victorian arc.
Thanks for reading.
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