Story of Nararale cover
Story of Nararale screenshot
Genre: Simulator, Strategy, Adventure, Indie

Story of Nararale

Development Log 26



Let's talk about some Skills Prototype and the Attack Bar mechanic in the game, as players will have to interact with it throughout the game.

Attack Bar and Hit Result:



  • Orange Section: When the player hits the orange section on the attack bar, the hit will result in a Normal hit, dealing x1.0 damage.
  • Red Section: When the player hits the red section on the attack bar, the hit will result in a Critical hit, dealing x1.5 damage.
  • Blue Section: When the player hits the blue section on the attack bar, the hit will result in a Miss hit (No Damage and can continue the combo or attack).
  • Black Section: When the player hits the black section on the attack bar, the hit will result in a Fail hit (No Damage and can't continue the combo or attack).


Attack Bar Types:



  • One Hit: This type of attack bar will have an indicator that goes from left to right and back, repeating six times. The player has to hit once on a target, and the hit result will depend on the targeted section on the attack bar.
  • Multiple Hit: This type of attack bar will have an indicator that goes from left to right and back, repeating six times. The player has to hit the target as many times as they can, and the hit result will depend on the targeted section on the attack bar.
  • Combo: This type of attack bar will have an indicator that goes from left to right. The player has to hit once on a target per section, and the hit result will depend on the targeted section on the attack bar.


Attack Bar Ability:



  • Slow Time Ability: This ability power has an orange bar at the bottom of the main attack bar that indicates how much time the player can use to slow down time to hit the target. It can be used at any time when the attack bar is active, so the player will need to choose the right moment to use it to avoid wasting the ability power.


Post Process Effect:



  • Speed Effect: This effect will appear while the player is using the Slow Time Ability.
  • Camera Shake Effect: This effect will appear when the player deals Critical Damage.

Development Log 25



Long time no see! This chapter of the Development Log is about the Menu and Settings. The settings include Graphics, Audio, and Controls settings (Gameplay Settings are in development).

Graphics Settings:




  • Display Output: Useful for switching monitors (in case you have more than one monitor).
  • Screen Mode: Includes Fullscreen, Windowed Borderless, and Windowed (which can change the resolution).
  • V-Sync: Vertical Sync for anyone experiencing screen tearing while playing the game.
  • Show FPS: Displays the FPS number at the top right of the screen.
  • Upscaling (FSR): Upscaling Method for low-end PCs to lower resolution while playing.
  • Shadow: Shadow settings and can also be completely turned off.
  • Environment: Environment settings and can also be completely turned off (Including Grass, Rocks, and any kind of environment that does not affect gameplay, excluding Trees and Walls).
  • Fog: Fog settings and can also be completely turned off, including Scene Fog and Volumetric Fog.
  • Level of Detail: Level of Detail (LOD) can also be completely turned off to have only the lowest LOD all the time. This will be useful for low-end PCs.


Audio Settings:




  • Audio Output: Choose output for your audio (in case you have more than one).
  • Master, Music, Ambient, and Effect Volumes: Adjust the volume with a slider or input the number yourself.


Controls Settings:




  • Keybind Mapping: Keybind mapping for anyone who wants to change the controls to fit themselves.


Gameplay Settings (Still in development)



Loading Screen


I also remade all the boring loading screens with a progress bar, featuring a kind of zoom out effect and loading map clusters. When the map finishes loading, the camera will zoom in at the end.

Off-Topic Info:



I've never posted the progress since I decided to switch to the Godot Engine and had to relearn all the knowledge to make progress on the project. After some time, I finally made some progress, so I wanted to share some info about it.

It looks like the Godot Engine is good for my project so far, in terms of performance and ease of use. Even though some functions are missing, such as Grid Placement, I have to create the plugin myself to achieve these kinds of map creation tasks, just like I did in the Unity Engine.

I've tried pushing the map size to 90x90 tiles so far, and the project still runs fine on the GTX1050 Ti.

Game Development Journey Update

Hi there! It's been a while since I last shared what's happening in my game development journey, so I wanted to catch you up on some exciting news.

As many of you might be aware, there's been a recent announcement regarding the pricing changes in Unity Engine. Due to this, I've made the decision to transition from using Unity to diving into the Godot game engine. In a nutshell, Unity introduced some changes to their Terms of Service, including a new runtime fee for installations, even for older games. This move has sparked concerns, especially regarding privacy and the potential for more changes in the future.

In light of these developments, I've moved all my work over to Godot, a fantastic free and open-source game engine. Now, I understand that it may not have all the fancy features that Unity offers, but it provides me with peace of mind. No more worrying about surprise fees or changes in terms and conditions.

Now, regarding my DevLog updates – I'll have to postpone them until everything is settled. I'll continue my development work, but I want to ensure that everything runs smoothly before sharing more. I appreciate all the interest in my game development, and please stay tuned for more updates coming your way!

For more details about the Unity Engine announcement,
Unity Plan and Pricing Updates

Development Log 24



Gameplay



Added Rogue Class

  • The Rogue class wields twin daggers and is specialized in fast movement, allowing them to perform two quick attacks with normal attacks and most of their abilities. Additionally, they can climb and jump between terrains with less cost compared to other classes.
  • They have movement abilities like "Shadow Strike" that enable them to attack and move to the target simultaneously, and ranged abilities such as "Flying Edge" that allow them to throw the daggers from a distance.
  • However, these advantages come at the expense of reduced health and defense.


Added Parry System

  • The Swordsman Class now has the ability to parry enemy melee attacks from the front side with a 50% chance to trigger in each hit.
  • When the parry activates, an orange circle will appear on the attack target (the one receiving the damage) along with a thin white circle that will shrink over time.
  • Players must interact with the circle in time (by default, using the left mouse click or spacebar) and align it within the orange circle to execute a successful parry.
  • In the event of a Successful Parry: The damage received from that hit will be negated, and all remaining combo hits will be stopped. The defender will then counter-attack the attacker with a normal hit or a critical hit, depending on the result of the attack (Normal Hit or Critical Hit) delivered by the attacker.
  • In the event of a Failed Parry: The damage will be received as usual, and the attacker can continue their combo hits.


Added Extended Move Range

  • Players can now move twice as far as before, but it will also cost twice as many action points (4 AP Cost instead of 2 AP Cost). This means the player will take only one action instead of two to cover the extended distance. For example, previously, if a player wanted to spend 4 action points on moving, they would have to move once for 2 action points and then move again for another 2 action points. Now, the process is shortened, making actions quicker and more visually reasonable. However, players can still opt for the normal movement process by choosing Blue tiles (2 AP Cost) instead of Purple tiles (4 AP Cost) within the movement range action.


Added Jumping

  • All the characters are now able to jump between terrains, but it will cost more movement points.
  • For example, jumping from a plain tile will have a lower movement cost compared to jumping from a forest tile, which will be more expensive.
  • Additionally, jumping up will cost more movement points than jumping down, approximately 25% more.
  • It is worth noting that the Rogue class can jump with less cost, about half of the jumping cost of all other classes.


Added Rogue Skill: Flying Edge

  • Throw two daggers consecutively at the enemy. Deals 115% of P.ATK damage with a 20% chance to inflict Poison per hit.


Added Rogue Skill: Shadow Strike

  • Teleport to the back of the target (if possible) and then dash and stab through to the front of the target.
  • This skill counts as an attack from the back, and all bonus damage is applied if possible (+50% damage when attacking from the back).


Added Rogue Skill: Double Stab

  • Quickly stab the target two times consecutively. Beware that this skill will require more precision to hit, and even more so for critical hits.


Added Archer Skill: Arrow Barrage

  • Release multiple arrows at the target with two strafes. The skill will be more effective at point-blank range.


Added Archer Skill: Fire Shot

  • Shoot a single fire arrow that has a high chance to ignite the target, causing them to burn for a duration.


Time Pass System

  • Time will only move when a character takes an action, including walking and attacking.
  • The time will be stopped when a character does not make any action.
  • Therefore, actions that take more time to process will result in more time passing.
  • For instance, moving 10 tiles away will take more time to pass than moving 5 tiles away, and attacking with 3 combo hits will take more time to pass than attacking with one combo hit.


Animation and Visual



Added Character Movement

  • Characters will now adjust their position in a way corresponding to their actions.
  • For example, the archer will move back slightly when about to shoot an arrow, while the Swordsman will move their position forward with each hit when executing the Chain Attack ability or normal attack.


Added Trail Effect to the Projectiles

  • All projectiles will now have a white trail effect, making them more visible in the environment and showing the trajectory of the projectile's movement.


Camera



Added Camera Movement Interruption

  • Players can now move the camera and ignore the current focus event on the screen.
  • For example, if a player wants to see another character while the enemy is moving, they can now move the camera more freely without the camera being fixed on the current event (default keybinds are W, A, S, D).


Added Camera Enemy Hidden Action

  • The camera will focus on the enemy target only when it is revealed to the player's sight.
  • This prevents the enemy's movements from being exposed by the camera focusing on the fog of war.


User Interface (UI)



Added Tooltip along with Language System (English (EN) and Thai (TH))

  • Tooltips will be shown when the player hovers over any actions or notable UI elements that require further explanation.
  • All the costs of actions will be displayed on the top right of the tooltip window, including AP, HP, and MP costs.


Here are some examples of tooltips explaining the actions:

Action Move

(EN): Move

  • Moving within the Blue area requires 2 AP.
  • Moving within the Pink area requires 4 AP.
    (The character cannot move through areas occupied by enemy characters.)


(TH): เดิน

  • เดินในระยะพื้นที่สีน้ำเงินใช้ 2 AP
  • เดินในระยะพื้นที่สีม่วงใช้ 4 AP
    (ตัวละครไม่สามารถเดินผ่านพื้นที่ที่มีตัวละครฝั่งศัตรูได้)


Action Attack

(EN): Move

  • Attacking from the Front
    Attacks have a chance to be parried or guarded.
  • Attacking from the Side deals +25% damage.
    Attacks have a chance to be guarded.
  • Attacking from the Back deals +50% damage.
    Attacks cannot be parried or guarded.


(TH): โจมตี

  • โจมตีจากด้านหน้า
    การโจมตีสามารถถูกโต้กลับหรือป้องกันได้
  • โจมตีจากด้านข้างทำความเสียหายเพิ่มเติม +25%
    การโจมตีสามารถถูกป้องกันได้
  • โจมตีจากด้านหลังทำความเสียหายเพิ่มเติม +50%
    การโจมตีไม่สามารถถูกโต้กลับหรือป้องกันได้


Reworked Action Bar and Quick Slot

  • The Action Bar (the UI at the bottom center of the screen where players can choose actions) has been reworked to be more compact and centralized.
  • At the center of the Action Bar, there is now a portrait of the current turn character along with their name.
  • On the left side, all available actions for that character are displayed (default keybinds are 1 -> 5), while the right side contains all of the character's skills (default keybinds are F1 -> F8).
  • Additionally, the UI will automatically reveal the action range when the mouse hovers over an action (for example, the movement range will be displayed when hovering over the Move Action).
  • When a player clicks on any action, the UI will slide down to a minimized state and display the cost of Action Points (AP), Health Points (HP), and Magic Points (MP) at the bottom of the screen.


Skill Icons

  • All skills now have their own icons, including those for the Swordsman, Archer, Rogue, and Flag Bearer classes.


Current Turn Side Title

  • The red flag with the text "Enemy Turn" will be displayed when it is the enemy's turn.

Development Log 23



Gameplay



Individual Turn-Based
Changed from Team Turn-Based to Individual Turn-Based. Each character will have 5 AP (Action Points) to use for actions during their turn:

  • Move: Costs 2 AP
  • Normal Attack: Costs 3 AP
  • Skill: Cost depends on the skill, typically ranging from 3 to 5 AP
  • Rotate Character: Costs 1 AP
  • Guard: Costs 3 AP


This change shifts the gameplay focus to action management.

  • For example, if a player doesn't want to attack in a turn, they can choose to move twice, costing a total of 4 AP, and still have 1 AP left to rotate the character in their desired direction.
  • However, if the player decides to move and attack within the same turn, it will cost all 5 AP, leaving no AP for rotating the character. Additionally, in some cases, an Archer may want to use the ultimate skill "Arrow Shower," which deals significant AoE damage and costs 5 AP.
  • In this situation, the character will not be able to move or perform other actions during that turn, as all the AP will be consumed by the skill.


Area of Effect (AoE) attacks and skills

  • Players can choose any AoE attacks and skills within the red tiles, and the UI will display the AoE range with orange tiles.
  • Directional damage will be calculated individually for each character, based on their positioning.


Direction Damage Multiplier Changes

  • Front Damage Multiplier: +0% of total Damage
  • Side (Left or Right) Damage Multiplier: +20% of total Damage
  • Back Damage Multiplier: +50% of total Damage


Status Effect (Fire and Poison)

Fire Status Effect:

  • Has a base 20% chance to inflict the status effect with each hit, which can be upgraded by skill level.
  • Damage will be calculated as 25% of the highest total damage dealt to the character that triggers the effect.
  • The damage is applied every turn as a damage over time (DoT) effect and lasts for 2 turns.
  • If the same target is inflicted with the Fire Status Effect again, it will take the highest total damage as a damage over time and refresh the duration of the Fire Effect to 2 turns.

Poison Status Effect:

  • Has a base 10% chance to inflict the status effect with each hit, which can be upgraded by skill level.
  • Damage will be calculated as 10 (Fixed Damage that cannot be reduced by any Defense) and 10% of the highest total damage dealt to the character that triggers the effect.
  • The damage is applied every turn as a damage over time (DoT) effect and lasts for 5 turns.
  • If the same target is inflicted with the Poison Status Effect again, it will take the highest total damage as a damage over time and refresh the duration of the Poison Effect to 5 turns.


Enemy Behavior

  • Added Offensive and Aggressive mode to the enemy's behavior. For example, if the enemy has less than 25% of their health remaining, they have a 50% chance to flee from the battle. This means they will walk away from the player characters. The player will need to decide whether to chase the fleeing enemy or continue fighting other targets. In such situations, it is advisable to utilize all available AP effectively and avoid wasting any remaining AP.
  • Added Melee Enemy Behavior: Melee enemies are aggressive and can move through any line of player defense if possible, in order to attack the weakest target. If a weakness is not identified, they will target the nearest enemy.
  • Added Ranged Enemy Behavior: Ranged enemies calculate their attack range before moving. They will move within their attack range and prioritize targeting the weakest possible enemy within that range.

Graphics and Animations



  • Added "Raise the Flag" animation for the Flag Bearer, where they raise their flag with both hands. Included slash animations (left, right, and stab) to depict sword attacks when a character is hit.
  • Added arrow attack animations to depict characters being hit by arrows.
  • Added a fire animation to visually represent the Fire Status Effect on characters inflicted with it.
  • Added a poison animation to visually represent the Poison Status Effect on characters inflicted with it.

UI



Turn Bar: Changed to an individual turn bar that displays a white square as the turn separator. When this icon reaches the left side of the turn bar, the turn will increment, and any status effects will trigger their effects.

Action Bar: Will be shown at the bottom center of the screen if it is the player character's turn. It will display text indicating the shortcut keys for each action at the bottom. For example:

  • Move: Press 1
  • Attack: Press 2
  • Skill: Press 3
  • Rotate: Press 4
  • Guard: Press 5
  • End Turn: Press Tab

HP Bar: Will be displayed as a thick red bar.
MP Bar: Will be displayed as a thin blue bar.
AP Bar: Will be shown as an orange bar with 5 sections, representing 5 AP.

  • Players can hover over any actions to view the AP cost on the AP Bar.
  • The section of the AP Bar corresponding to the AP cost will blink in a dark orange color, and an orange text will display the resulting AP if the player uses that action.
  • If the player has insufficient AP to use an action, the AP Bar will be shown with a red text and a red section indicating the lack of AP.


Planning Phase
Revamp the overall UI of the character card:

  • Display the character's level with a yellow star icon on the character card.
  • Show the portrait of the character in the center of the card.
  • Display the character's name at the bottom of the card.
  • Display the character class icon in the top right corner of the card.

Change the text dynamically:

  • When the player is not dragging any cards, display the text as "Choose your character."
  • When the player is dragging a card, display the text as "Place the character to deploy."

Development Log 22

Gameplay



Character's Controls

  • Any character can be moved in parallel and will not interrupt any actions such as attack and guard so, the player will not have to wait for the characters to reach their destination before commanding another troop


Player's Strategy Phase

  • The player can choose troops to deploy before the battle starts and any troops deployed on the battlefield will not reveal their visions in this phase


Attack Bar Mechanics
Attack Bar will appear when a player or enemy attacks, there are 4 types of hits

  • Normal Hit (Deals x1 Damage)
  • Critical Hit (Deals x2 Damage)
  • Miss Hit (Deals 0 damage)
  • Fail Hit (Deals 0 damage and cannot attack any further combo hits)



Projectile Hit Detect System

  • Any projectiles will detect hit collisions and can be stuck with terrains, trees, and even other enemies that are not directly a target of attack hit


Direction Damage Multiplier System

  • Direct attack hit from the front of the character will have x1 Damage Multiplier
  • Direct attack hit from the side of the character (Left and Right) will have x1.5 Damage Multiplier
  • Direct attack hit from the back of the character will have x2 Damage Multiplier


Skill System

  • Any Character will have one special ability to use except for normal attack


Troop Power

  • Any Character can have max of 10 troop power and when troop power reached 0 the character dies and then will be disappeared from the battlefield when the attack ends


UI



  • Added Character's Portrait that the player can be clicked on to lock on the camera and change control to that character
  • Added Faction Flag UI that appears on top of the screen that shows the troop's power of any factions (Ally, Enemy, Neutral) and the player can click on the ally flag to end the turn
  • Added Character Cards that appear on the bottom of the screen in Strategy Phase so, the player can drag-and-drop these cards to deploy troops
  • Added UI Projectile Trail that will show the direction of any projectile attack
  • Added UI Direction Damage Multiplier that will show the direction of an attack based on the target character


Visual



  • Changed Moveable and Attackable Tiles Highlight color to make it cleaner to look for longer gameplay


Animation



  • Added "Archer Aim High" animation that uses the skill "Arrow Shower"


*** Removed System ***



  • Removed any troop's group-related mechanics and any tiles can have only one character maxed in each tile


Development Log 21

Gameplay
- Added Archer animations.
- Added Ranged attack for Longbow that can attack further 6 tiles away from an attacker but can't attack any enemy in 3 tiles range.
- Any Character can only attack targets that are in Line of Sight, any character that is obstructed by terrain cannot be attacked.
- Characters can move through their allies but not their enemies.
- Added Character's rotation at the end of turn that allows player to change the rotation of their troops before the end of each turn.
- Characters will rotate to face the enemy when attacking.

Animation
- Added Archer normal attack animation.
- Added 3rd attack animation for Swordman
- Added Projectile animation (Arrow) that can be used by Archer troops.

Visual
- Added Damage Pop-Up that shows damage numbers and damage type in each hit.
- The camera will focus on both attacker and the defender when attacking and transparent any characters that are not relevant to that attack.
- Added UI that shows what tiles that current character turn can attack.
- Added UI that shows what tiles that obstruct by terrain and the character can't attack those tiles.

Bug Fixes
- Fixed a bug where troops rotate around when they are on stairs and cannot move.

Development Log 20

Gameplay
- Any character's movement and animation speed will change depending on the tile they are on.
- Troops will rotate clockwise and keep their positions within the current formation when moving.
- Added 3 Formations for troops to use
- Line Formation: troops will move and adjust their positions to lines with a max of 5 troops per row and the flag troop will move to the front line of the group.
- Loose Formation: troops will move and adjust their positions to make equal spaces between troops with a max of 3 troops per row and the flag troop will move to the front line of the group.
- Shield Wall Formation: troops will move and adjust their positions to the front and guard against any attacks with their shields with a max of 4 troops per row, the flag troop will move to the back line of the group.
- Added Parallel Movement function to enable for the player to move and command their troops continuously.

Animation
- Added Flag-Bearer troop for each group of troops.
- Added Attack Combo 2nd for the Swordman troops.

Visual
- Added Waterfall, Stone, and Tree (Variant 2).
- Added Fog Particle around the player's vision.
- Adjust World Lighting that affects the character and makes it more realistic.
- Added Dynamic Skybox that changes its color to correspond to the current world lighting.
- Any Fire Particles will cast a shadow with real-time lighting.

Development Log 19

- Added Grass and Tree
- Changed Fog of War visualization.
- Limit the character's travel distance to the line of sight.
- Added Outline Effect that makes graphics look more like cartoons.
- Added Dithering Effect that displays the characters when they're behind any 3D objects.

Development Log 18

- Player units have a line of sight that can use along moving to reveal Fog of War and when it has been revealed, the terrain will be visible, if player units leave the point where Fog of War has been revealed, the terrain still visible but all enemies on these tiles will be hidden in the Fog of War.
- Added 2 character types General and Troops
- General: has only one sprite in one tile.
- Troops: have many sprites in one tile, cannot be separated between units, and move as a group of characters.
- Added 3 character animations
- Slash
- Guard (with Shield)
- Raise Hand and Command (Will be used for generals to command the unit later)