Project Fusion Devlog #1 | Reveal and Introduce (EN/CH)


Introduction

由於目前的開發進到一個里程碑了,因此,我們打算趁著這個機會公開我們目前製作的最新遊戲《Project Fusion》。目前的開發進度大概是將遊戲比較基礎的地方都完成了,因此也特別整理了一個核心機制測試版給各位嘗試看看。

Since our development progress has reached a milestone, we plan to take this opportunity to publicly announce our latest on developing game, "Project Fusion." Our current progress has completed the foundational core system of the game, so we have prepared a core mechanics testing demo for everyone to try out.


由於本遊戲的規則目前有點複雜,因此我們也會在這篇開發者日誌中介紹遊戲中各個重要的系統,以及未來預計製作的功能,請各位務必在理解規則後再開始遊玩,畢竟目前的測試版是沒有任何教學的。在這篇開發者日誌的結尾,也有一些關於核心系統的調查問卷,也希望各位能夠幫忙填寫,給予我們各種的建議。

As the rules of this game are a little bit unique, we will introduce some of the most important systems in the game in this devlog, as well as the planned features in the future. It is better to understand the rules before you start playing the demo, since it does not include any tutorials. At the end of this devlog, there is also a survey, and we hope you can help us by giving us any advice and ideas.

What Kind of Game "Project Fusion"  is?

《Project Fusion》是一款回合制的Boss-Rush遊戲,並且主打獨特的行動條戰鬥機制與高自由度的魔法裝備合成系統。玩家在遊戲中會需要集結各種熾魔法師與寒魔法師來組成小隊,參與任務並且討伐任務目標。遊戲讓玩家能夠在鍛造階段自由的製作並且合成魔法裝備,並且這些魔法裝備能夠讓魔法師們使用各種不同的技能在戰鬥中派上用場。在戰鬥中,玩家需要妥善的安排每回合使用技能的次數與順序,最大化玩家在行動條上位置的效益。如此一來,玩家便可以透過Exposed&Break的系統,連擊來對敵人造成大量傷害。

"Project Fusion '' is a Boss-rush turn-based combat which features a unique order timeline system and an eye-popping artifact fusion system. In the game, players need to form a party with “scorch mage” and “ice mage,” undertake the missions to defeat the target. The game allows players to freely create and fuse artifacts during the crafting phase, and these artifacts enable mages to use a variety of different skills in battle. During combat, players need to strategically plan the number and order of skill used each turn to maximize their advantage on the action bar. This way, players can use the “Exposed” & “Break” system to chain combos and deal significant damage to enemies.


How to Play - Combat

首先,讓我們先介紹遊戲中最主要且核心的系統,行動條機制。

First, let us introduce the most crucial and core system in the game, Order Timeline.

行動條總共有0~15格,並且分成左側淺綠色的本回合行動條,以及右側深綠色的下回合行動條。場上的所有角色都會顯示在行動條上,並且下方的角色代表當前的行動角色。在本回合行動條上仍有角色的狀況,會移動左側的本回合行動條上所有角色直到第0格有角色可以行動。若是第0格有兩隻以上的角色的話,則會依照先進後出的判定規則。

The order timeline consists of 16 slots from 0 to 15, which are divided into the light green “current timeline” on the left and the dark green “next timeline” on the right. All characters on the field are displayed on the order timeline, and the character at the bottom represents the current active character. If there are characters remaining on the “current timeline,” they'll all be moved toward left until the first slot(slot 0) is occupied by any actionable character. If there are more than one characters in the first slot (slot 0), the order is determined based on the last-in, first-out(LIFO) rule.

角色在行動時,可以使用技能,技能有Cost,意指用了多少Cost的技能,會在行動條移動多少格。每個角色可以不斷使用技能直到自身移動到了右側的下回合行動條,也就是使用的技能累積總Cost超過7。在所有左側本回合行動條的角色移動到右側後,回合便宣告結束,右側的下回合行動條會輪轉的左側的本回合行動條,開啟下一回合。

When a character takes action, they can use skills, which all have costs. The costs of a skill determine how many slots the character will move on the order timeline after using it. Characters can continuously use skills until they have moved from the “current timeline” to “next timeline”, which means that the total accumulated costs used exceeds over 7. Once all characters on the “current timeline” have moved to the “next timeline,” this turn is now ended. The “next timeline” will shift all of the characters to “current timeline,” then starting the next turn.

再來,我們要介紹的Exposed&Break,是這個遊戲影響戰局最重要的兩個狀態。

Next, we'll introduce “Exposed” & ”Break,” two of the most important statuses that have a significant impact on the game's combat.

當前行動中的角色所在的行動條的格子上有其他敵對的角色時,那些敵對的角色便會獲得Exposed狀態,直到當前行動中的角色離開該格子。

When the current active character moves to a slot that has opponent characters occupied, all of the opponent characters will gain “Exposed” status until the current active character leaves.

[video-to-gif output image]

當有Exposed狀態的角色受到傷害時,便會獲得Break狀態直到輪到該角色可以行動為止。在Break狀態中,只要受到任何傷害,便會在行動條上推移一格。

When an “Exposed” character gets hit, “Exposed” will be removed and gain 1 “Break” status. "Break" characters will remove “Break” when it is their time to act. Upon hitting a character with “Break,” that character will be pushed to one slot on the right.

在玩家操控的回合時,可以操控以下四個行動直到當前使用的Cost超過7:

  • 技能:玩家可以使用該角色擁有的技能。每個技能都有CD存在,使用後要等到幾回合後才能夠再次使用。
  • 道具:這是目前尚未製作完成的功能,玩家可以使用一次性地消耗道具來扭轉戰局。
  • 移動:玩家一回合可以移動一次,此功能也尚未完全完成,並且移動會在之後有一個完整的Boss戰時派上非常大的作用。
  • 防禦:防禦為8 Cost的技能,並且會獲得護盾。在任務初期,玩家的技能尚未齊全時,有時會必須要透過使用防禦來讓該角色可以結束這回合。

During ally character’s turn, they can take the following four actions until the total costs of actions used exceeds 7:

  • Skill: Players can pick an available skill to use. Each skill has a cooldown (CD), which means that there need to wait several turns before it can be used again after being used once.
  • Items: This is a feature that is currently under development. Players will be able to use items to influence the battlefield.
  • Move: Player can move to any tile one time per turn. This feature is not fully completed, and moving will play a significant role in the Boss battle in the future.
  • Guard: A 8 costs action, but provides the character a scorch shield or frost shield. In the early stages of a mission, there may be times when Guard is necessary to allow characters to end their turn.

目前的Demo還沒完成護盾系統。護盾主要分成兩種,熾護盾跟寒護盾,是我們遊戲中唯二的兩種傷害型態。只要有護盾存在時,玩家不會被Break,並且受到的傷害都會減半。然而,熾護盾只要受到寒傷害便會-1,寒護盾只要受到熾傷害便會-1。

The current demo hasn't completed the shield system yet. Shields are divided into scorch or frost, which represent the two damage systems in the game. As long as a shield is present, the player won't enter “Break,” and the damage received will be halved. However, scorch shield will lose 1 point when they take frost damage, and frost shield will lose 1 point when they take scorch damage.

在我們在正式遊戲中,玩家需要突破複數階段的Boss,並且在每次戰鬥中擊敗該階段的血量,方能夠進入鍛造階段進行強化。玩家在正式遊戲中,只要突破了所有階段的Boss,便算是遊戲的勝利。然而,目前的Demo版本,因為Boss的機制尚未完成,我們將進入鍛造階段的條件設定為擊敗場上的所有史萊姆。

In the full game, players will need to defeat multiple stages of Bosses and deplete the Boss's health at each stage to enter the crafting stage. In the future plan, victory is achieved when the player successfully defeats the Boss. However, in the current demo version, since the Boss mechanics are not yet completed, the condition to enter the crafting stage is set as defeating all the slimes on the field.



How to Play - Crafting

在戰鬥勝利後,玩家便可以進入鍛造階段。鍛造階段玩家可以執行五個不同的行動,分別是創造、合成、轉化、裝備、準備。每次進入鍛造階段時,鍛造等級便會上升1等,並且玩家會隨等級獲得更多鍛造點數CP用來使用。

After winning a battle, players can enter the crafting phase. In the crafting phase, players can perform five different actions: Create, Fuse, Extract, Equip, and Ready. Every time when players enter the crafting phase, their crafting level will increase by 1, and they will gain more crafting point (CP) to use at the start of the phase.

玩家可以進行魔法裝備的創造。可創造的魔法裝備一共三個,玩家可以透過使用1CP將其創造出來。並且玩家可以按F來使用1CP來補充可製作的魔法裝備清單。

Players can create artifacts in the crafting stage. There are three artifacts that players can create at one time. Players need to spend 1 CP to create an artifact, and players can also press F to spend 1 CP to refresh the list of artifacts that can be created.

玩家可以花費1CP將任一兩個魔法裝備進行合成。玩家選擇第一個素材後,根據第二個素材的屬性,可以合成出3種與第一個素材同屬性的魔法裝備。在確認合成前,玩家可以選擇該裝備要繼承那些技能,並且從兩個素材的所有非獨特技能進行挑選。

Players can spend 1 CP to fuse any two pieces of artifacts. After selecting the first material, players can fuse three different artifacts with the same element type as the first material, based on the element type of the second material. Before confirming the fusion, players can choose which skills the artifact will inherit and select from all non-unique skills from both materials.

玩家之後可以在正式版本花費1CP將背包裝的魔法裝備轉化成道具來在戰鬥中使用。但是此部分目前還未實作,因此目前只能夠清理背包不要的魔法裝備(無花費)。

In the future, players will be able to spend 1 CP to extract artifacts in their inventory into useful items. However, this feature is not currently implemented in the demo, so players can only clear unwanted artifacts from their inventory without any cost current.

玩家可以幫隊伍中的三名魔法師進行裝備替換。每個魔法師除了固有的魔法裝備以外,玩家可以任意裝備兩個魔法裝備。玩家在戰鬥中的可使用技能,將會是該魔法師所有裝備中的裝備的所有技能。

Players can help three mages in their party to equip their artifact. Except for specialized artifacts, each mage can equip two other artifacts. The skills available for the mage to use will be all of the skills from the artifacts equipped by that mage.

最後,玩家在準備完成之後,便可以開啟下一個戰鬥。

Finally, once the player is ready, they can proceed to the next phase of battle.


Core Mechanic Testing Demo and Questionnaire

感謝您閱讀到這邊,真的非常謝謝,相信你已經對我們目前製作的遊戲有一定程度的了解了。我們目前已經有在Itch.io 上上傳目前製作的核心系統測試版,希望各位能夠前往試玩一下,看是要嘗試看看行動條的機制,抑或者玩玩看魔法裝備的合成。也希望各位能夠填寫以下的問卷調查來給予我們回饋,讓我們知道遊戲中的各種機制與系統究竟是好不好玩,抑或者各位對於遊戲是否有什麼建議以及評價。

Thank you for reading this far, truly appreciate it. I believe you now have a certain level of understanding of the game we are currently developing. We have already uploaded the core mechanics testing version of the game on Itch.io, and we hope that you can go there to try it out, whether you want to experience the order timeline mechanics or just messing up with the artifact fusion system. We also hope that you can fill out the survey below to provide us with some feedback. Please let us know whether the mechanics and systems in the game are enjoyable, and any suggestions or reviews about our game. 

問卷Questionnaire: closing


Future

在未來,我們預計在明年年初釋出另一個完成度更高的版本,讓各位可以體驗現階段的系統究竟如何能夠發揮在Boss戰中。另外,包括道具系統、UI與體驗優化、不同屬性角色技能的實作(現階段的技能為暫時的,不同屬性會有各自獨特的玩法,讓玩家可以互相搭配不同的屬性作戰),以及讓同一隻Boss可以有隨機機制的特性系統,都是我們目前規畫製作的內容。

In the future, we plan to release a more polished version of the demo early next year, allowing you to experience how the current systems can be interacted with in Boss battles. Additionally, this includes the implementation of the item system, UI rework, characteristic skills for different elemental characters (the current skills are temporary, we plan to let each element mage having its own unique gameplay, allowing players to mix and match different element combinations for missions), and introducing trait systems that add random mechanics to the same Boss, all of which are part of our current development plans.

如果各位對於此專案有非常大的興趣,也歡迎追隨Itch.io 的帳號,便可以在我們有更新時收到通知。最後也再次感謝所有給予我們意見的玩家。

If you have a strong interest in this project, feel free to follow our Itch.io account to receive notifications when we have updates. Once again, we appreciate all the players who have provided us with feedback. Thank you!

Files

Project Fusion Core Mechanic Testing Demo.zip Play in browser
Nov 05, 2023

Get Project Fusion (Under Development)

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