I wasn't confident with the formulas shipped with the pre-alpha demo. It wasn't balanced. Currently, I'm working with a formula designated
9A.Edit 2 10C Edit 1. Well it looks like it's just going to be a diluted version of all it's predecessors. By the powers vested in linear functions, I dub thy values predictable.
In previous versions, stats can go more than 400 points by the 5th day. Which is rather woah. It is worth mentioning that this game spans at least 60 days so if you're gaining an average oh wait the formulas weren't linear.
right now, 9.29.2014:
>Code's pretty optimized at this point. If there's any new addition, it would be catastrophic.
>Design and implementation of new profile, selection screens prototype
>A messaging system. Part of the individual character stories can be read in the letters they receive from their families.
>A ready to implement notification system in-case testers comment that accessing the profile screen to see how much stat they gained is a hassle.
>New design sketches for Cerise, and Fleur.
And these tasks/updates aren't even part of the SCRUM logs yet. If I had a software engineer, he'd probably kill me by now.
Gonna apply styling on this screen asap. Background art in the example portrait is from
Uncle Mugen (get well soon, dearest uncle).