Devlog #26- EXP stock


Last week's goal of getting a fully polished version of the game so far is well on it's way, all the new systems are fully implemented and I'm on to playtesting. How long it takes from now is dependent on how many bugs I find and how hard they are to fix but if all goes well it shouldn't take long.

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Exp Stock

This has been in the works for a few weeks now, and it's now fully set up. In Nagayami Nights, you’ll get most of your EXP in the regular RPG way, by levelling characters from battles, but you can also get it from exploring and talking to people. 

This exp builds up passively as you play, and you can visit Mac at base camp to put it towards whichever character you like. As you get more party members this can be good to quickly bring a character you don’t use as often up to a similar level when you need them for a quest, or just focus on one character. My level up system is not directly related to strength, so it shouldn't ruin the game balance.

(Party characters will loop around and if you have less than 5 recruits they'll repeat themselves, as seen above)

As of now you get a small amount of exp (5-50) when you see a new conversation depending on the length and importance (not for repeat convos), but I plan on expanding it to stuff like finding new areas or secrets. You won’t be notified of every time exp is added, but you can see the current stock in the character menu. 


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There haven’t been any major changes to talk about, just lots of polish and fixes as has been the case for a while now. Part of my current playtesting is also writing a list of questions to add to the quiz as I go so it's taking a while. Once that’s done, I’ll get my brother to playtest it and then my next goal will be to release an update for my demo with the new systems from the last few weeks.

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I’ve got some other stuff to do this week so I’m not going to set any goals, but I will still be working on it a bit every day (mostly just playtesting). 

Thanks for reading!

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