AcousticJamm

AcousticJamm

@acousticjamm.deoxynn.com

Game developer, college student. Rootapp: https://rootapp.gg/ACuv93NxigqCycHYi4-m1g

51 followers35 following154 posts

Figured out how something would work. So Alexa is going to have a speed stat, which determines if she takes the first turn. How it works? The enemies each have a speed stat too. I'll average them. If Alexa's speed is higher than or equal to the average enemy speed, she goes first.

I recently realized that I was handling Shade Lexi (Alexa's dark side) in an uninteresting way. I'm completely rewriting her character. This may take a while, but the payoff will be worth it.

I just want to make it clear that whenever there's a game or something I'm interested in making a major release, I'm taking a little time off to play it. Yes, that's happening. I'm sure you know what that is.

I haven't worked much on Deoxynn in like a month. I haven't been able to get in the right headspace for it. For the record, I still have interest in the project and that isn't changing; it's just that something needs to change for me and I don't know what.

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As for why I can't make that much progress... Life is busy. I still don't even have a job, despite how much I've been trying to find one. I'm just some guy living his parents' basement right now. I need to focus some of my efforts on that.

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That is not to say you didn't have fun with the Kristal version of the story; I got some pretty positive reception of it, even if some people were not expecting much before they played it (you know who you are).

I do have ideas for Deoxynn, though. The hope is that I can fit the vast majority of these ideas into the main story of Deoxynn (Acts 1-5 and Epilogue), where the rest would likely go into the extras.

Fact is, I have not proved to myself that the story is written enough to begin developing it into the game. The battle system, sure, work and refine, but I want to make sure you guys will be able to have fun with the story.

🚨 DEV UPDATE 🚨 We’re finally revealing some of the dodging styles in Deoxynn: A Story of Fear and Insanity. Please understand: these were all carefully designed and are 100% fair and balanced.

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In advanced encounters: You may need to intentionally fail a dodge to reset your probability alignment In VERY advanced encounters: The optimal strategy is to stop thinking entirely

🚨 DEV UPDATE 🚨 We’re finally revealing some of the dodging styles in Deoxynn: A Story of Fear and Insanity. Please understand: these were all carefully designed and are 100% fair and balanced.

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Important notes for QPMDE: Early reactions bias toward faster attack states Late reactions increase hitbox size Hesitation creates branching failure timelines Repeated inputs cause the system to “lock in” your worst possible outcome

Certain enemies introduce entangled attacks: dodging one attack alters another across the arena Some attacks only exist if you believe they exist Some attacks exist specifically because you tried to ignore them

🚨 DEV UPDATE 🚨 We’re finally revealing some of the dodging styles in Deoxynn: A Story of Fear and Insanity. Please understand: these were all carefully designed and are 100% fair and balanced.

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Cognitive Load Overflow All previous mechanics now active simultaneously also the screen rotates slightly every 7 seconds also the music speeds up when you panic we can tell when you panic panic

Quantum Probabilistic Multithreaded Dodge Engine (QPMDE) Every attack exists in a superposition of all possible trajectories until you observe it. Your movement collapses the waveform, but not always in your favor.

🚨 DEV UPDATE 🚨 We’re finally revealing some of the dodging styles in Deoxynn: A Story of Fear and Insanity. Please understand: these were all carefully designed and are 100% fair and balanced.

View full thread

🚨 DEV UPDATE 🚨 We’re finally revealing some of the dodging styles in Deoxynn: A Story of Fear and Insanity. Please understand: these were all carefully designed and are 100% fair and balanced.

View full thread

🚨 DEV UPDATE 🚨 We’re finally revealing some of the dodging styles in Deoxynn: A Story of Fear and Insanity. Please understand: these were all carefully designed and are 100% fair and balanced.

View full thread

Phase Shift Press C to become intangible You are no longer bound by physical form You are also no longer bound by consequences (until stamina runs out and you immediately explode)

🚨 DEV UPDATE 🚨 We’re finally revealing some of the dodging styles in Deoxynn: A Story of Fear and Insanity. Please understand: these were all carefully designed and are 100% fair and balanced.

I don't know who needs to hear this, but the Insanity route is moreso about the affect on Alexa's mental health, as opposed to the effect on the world (which will still be present; just not as prevalent).

So I'm planning on a QoL feature for controller players and I need your input. Pressing any of the 4 directions on the right stick, while in the overworld, is going to bring up a different menu. The possible menus are any of these in this image, except for "To Title".

I will try to add rebinding, but I don't know how to do that at the moment, so it's not a guarantee. My questions are as follows: If I can do the rebinding, which direction-menu pairs would make for a good default? And if I can't, which would be the best?

Still in the planning phase, thinking about extras now. In terms of extras, which would you guys prefer? A) All extras are the same across platforms B) All extras differ across platforms C) Some differ, some are the same

Current idea for releases: 1) Battle beta on PC (probably Dropbox) 2) Steam release for Act 1 demo, then rest of Acts sequentially, Epilogue with 5 3) Adaptation of Steam release for mobile (maybe) 4) Consoles (also maybe; PS forces trophies, can use the Steam achievements)

Something I feel like a lot of people didn't get from the Kristal demo of Deoxynn is that the Insanity route isn't necessarily about the impact on the world, but rather, the impact on Alexa's mind. Hence, why it's called the "Insanity route".

So the idea for levels is this: Alexa gets level-ups, up to a cap, based on the amount of battle experience she has. This cap is what I call a "regional cap", because it's no stranger to raising, just to keep the player on track.

Once you reach the regional cap, you can continue to gain EXP as progress to your next level, but you won't be able to level up until a regional cap increase (at that point, it'll take one more battle to level up).

What you get from leveling up is skill points that you can apply to your skills (Breathe, First Aid, Cure, etc.), which make them stronger. You do not get any stat upgrades from level-ups.