Saturday, December 24, 2011

THE 100th Post!



Now, here is a small showing of Tactics Universe to celebrate my 100th blog post!






I've revised the chapter 20 ending scene to expand on what happened to Bern's army and why they became so angry and impulsive. This is just one example where I've tried to expand on the plot of the game. Man, it may not look like much but making that scene took a ton of work.

Now, part 2 of the blog post! I am announcing the various modes that TU will have available. Modes will work like the last patch--you apply any variation of alterations/modes by applying them ON TOP OF the normal patch. Also, some of these modes may have already been shown, and some may not make it into the final cut depending on time and/or other restraints/factors.

DS Mode - Play with DS Battle Backgrounds and the DS Battle template to give the game a Fire Emblem 11 feeling!

Radiance Mode - Units will have +2 default move and mounted units will have the skill Canto. These changes are to make the game more like Path of Radiance/Radiant Dawn.

Fixed Growths Mode - Units will receive level-ups according to their growths, removing a lot of the luck from the game.

Unknown Mode - This mode is a much harder version of the game. All enemy units will be stronger and better equipped. The game will be based off of the hard mode version of the game, meaning all reinforcements will be hard-mode based. Bosses will be especially upped in difficulty--for example, bosses may receive custom weapons to increase their abilities. This mode is intended to be the hardest level of Fire Emblem ever played--insanely difficult, luck-based, trying, tedious, unfair, and annoying. I will probably not playtest this mode to save myself from it. ._.

No Decay Mode - Weapons and items will no longer decay, i.e. they have infinite uses. This is very useful in that many useful but low-use items (such as the Hammerne staff, the "One" Series, Vulneraries, etc.) will now have infinite uses, and all items will be free, but it also means that enemies will have infinite use elixirs, vulneraries, etc... but overall, it will help the player a TON more than it will hurt them.

Mystery Mode - The only way to find out what this mode does is to play it! There will be tons of small changes that will make the game harder and easier, but in many ways it is the "excuse for random but interesting edits". Expect edited items, effects, and other things.

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I hope there's something to look forward to! I'm working hard over this winter break and I hope to make some good progress, hopefully back up to chapter 26 which was the last chapter I was working on before my computer got owned and I started revising the game from the beginning while working my way back up to the new chapters. I'm trying to make the game as detailed as possible, but remember, the game comes out on July 7th, 2011, which means I'm aiming to be done with the game by Spring Break (around April IIRC) so that I have enough time to betatest the game and make any final changes. Last notice is that after chapter 26 (which is halfway done IIRC) is chapter 27 and the final chapter. After that I still have to do supports though, final revisions/betatesting, adding in the final extra features and epilogue (which I plan to be very long), possibly adding in the bonus post-game dungeon Fallen Universe, and some other things, so it's not over for a while!

3 comments:

  1. Fixed Growths Mode and Mystery Mode seem interesting. Keep going the good work

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  2. I love the hell out of this post.

    As a side note: You mention at the bottom of the post that the intended release date is July 7th, *2011*. I'm assuming you meant 2012. :D

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  3. Tellius units actually have 1 more Movement Power than GBA units, not 2 more.

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