I spent most of last week finalizing the designs of the weapons. As I had thought, I ended up making several changes to my notes while working on the designs.


I’m still not entirely set on these designs, though. I’ll probably come back and change a few things, maybe clean up the drawings, but for now, I want to move on to other things. Mainly, I wanted to finish these so that I know what weapons I put on certain creatures– my plan for this week is to focus on environmental props and some creature designs.
As the images show, I’ve roughly divided up the weapons into different tiers. Rather than implement a system where the weapons found in-game get progressively stronger as the game goes on, I wanted a system where the player can pick up any weapon and still be able to get good results with it throughout the game. Effectively, players should be able to play through the entire game with whatever weapon they feel suits their play style the best (or, whatever they think looks coolest). In the end, though, what really matters is the aptitude that the main character has with each weapon type–the more you use a weapon of a certain type, the better the main character gets at using it, and the more special attacks he can execute with that weapon type.
The system roughly works like this:
Low tier weapons are, statistically, the weakest, and the most common to encounter or find. They possess no special effects, but they cost almost nothing to use when executing special attacks. While, hit-by-hit, they do less damage, the player can execute more special attacks within a given time frame than they can with higher tier weapons. Meaning, someone who has reached the highest aptitude with a weapon will roughly do almost the same damage per second with a low tier weapon as they would with a higher tier weapon.
Middle tier weapons are the most reliable, usually harboring some added effect. These weapons were designed to provide a balance between power and usability. Using a special attack with these weapons requires a bit more tact and more energy, but they consistently provide solid performance.
High tier weapons are, usually, statistically the strongest. However, they also usually come with some drawback. Conversely, they might also be seemingly weak, while carrying some special effect that makes them more valuable than the lower tiered weapons. For example, one of the high tier spears, the Demon Spear, does great damage, with the negative effect of damaging the main character every time he fails to connect an attack with an opponent. Due to this, only somebody sure of their ability to wield spears would find this weapon useful. On the other hand, the other high-tier spear, the Holy Spear, is statistically weak unless used against certain opponents, or when executing a special attack.
Whew, what a wall of text.
Besides the weapons, I spent a lot of time messing around with the main character design.
While working on this, it became painfully obvious that I need to brush up on anatomy and do some more studies. My original working plan was to include a couple hours in my schedule to do practice drawings, but my motivation for that quickly disappeared…
I haven’t been working as fast as I could…but at least its something… orz
Posted in Dark World