8/8/25

Work has been progressing on VYCE. In my last update, I talked about the tutorial level and some of the base game mechanics. I have since moved on from that, and started to build the actual game.

gameplay not final

When you start the game, you are prompted to enter a name. I was originally going to have the protagonist just be nameless, but I like any kind of customization in games and want to implement it where I can. I want to add full customization of the player character down the line, but making the default sprites for everything else has proved to be the most challenging aspect of this project so far. It frequently takes several iterations before I get something to look the way I want it to look, and the player character, which you look at for the entire game and the first level will make the strongest impression on the user so I want to make sure I get it right.

From left to right: xPhone, Save Points, Dialogue

One of the new things I’ve added in is a cell phone with various apps that enhance the gameplay. You can register certain NPCs as contacts, and be able to call them for a hint when it’s relevant or just to say hello. The radio is a WIP, I’m thinking it plays a random song/skit that I’ll record or have already recorded to add another layer to the soundtrack.

I’ve also added save points. I was conflicted if I wanted the player to be able to save on the go or go to save points, and as an RPG that is based around your choices I didn’t want to cheapen those choices by having the ability to quick save/reverse them. On top of that, I’ve also started scripting events/dialogue to guide the player through the experience.

As for the VYCE themselves, I have 40 different species at the moment, and I plan to add more. I’ve done a lot of balancing with the combat system, especially with the more unique varieties such as bomb or shadow VYCE. While not all VYCE are created equal, I want to make sure each one has a valid reason to use it. I noticed some of them I would avoid using, so I adjusted their move sets to buff them enough to the point where they’re useful.

My plan at the moment is to release the demo next year. I think I said at the end of this year previously, but ever since I started the story mode I’ve realized I may have bitten off more than I can chew. The demo would include the first act of the story mode, which takes place entirely within the town of Vanilla Plains. I’m still debating if I want to include the tutorial level or not but it’s still in my current build so who knows.

There is a lot of work to do and I don’t want to give away too much yet. I just drew the link to this website on wplace so I figured I would make another update so people know what it’s about if they type it in. If you came from there, leave a comment down below!

-S

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