I am continuing to make aria prototypes off and on to see what might work best for the art recently created.
below is a remake of the flash aria game in html5 using construct 2
the combat will play like the flash game but some of the abilities will be updated listed below.
some of the passives I am already finished with.
Arielle
passive
buster – enemy nodes take stacking bonus damage for each repeated hit (finished)
power shot – lasers do not get destroyed when colliding with enemy lasers. (finished)
active
mega laser – destroys all enemy lasers and attack ships in play, destroys all shields, reduces all enemy node units counts by X , enemy ship(s) is unable to fire lasers for X seconds
erupt – currently targeted node loses all units and shield
recharge – reduce mega laser cooldown based on number of ally nodes
Phia
passive
rapid – shoot speed increase (finished)
pierce – lasers will travel through non-shielded nodes and damage other enemy nodes it collides with. (finished)
active
revolt – all enemy nodes loose units
seduce – capture a enemy node that has less than X units
missile – fire a high damage missile at currently targeted node. node will be unable to generate units for x seconds. this missile breaks shields.
Tiffany
passive
efficiency – units count in ally nodes increases 2x faster
shotgun – attacks all enemy nodes at once (finished)
active
shield – place a damage shield around all ally nodes
reserves – all ally nodes gain X units
fortress – (toggle) stops the ship from shooting lasers to make all shields recover shield strength.
Bri
passive
hex – enemy nodes gain units and half rate. enemy ship laser and attack ships speeds are halved.
degeneration – ally nodes take x damage when active abilities are used
active
disruption – all enemy nodes take X damage
weaken – enemy laser damage is reduced to 1 for X seconds.
disaster – destroy all enemy objects. enemy nodes takes damage based on the number of destroyed objects. ally nodes take x damage
below are current screenshots
here is a old screen shot from a old build of aria that this is based on
just like in the old aria flash game, I plan to have module/upgrades/etc come form of gatcha style crates. these will also contain outfits and items to help with the overall progression of the game.
there will be multiple levels and different difficulties for each level that will give you more resources. certain planet levels will also have stage hazards. for example the fire planet will have periodic heat waves that will destroy attack ships in route to a node. The asteroid area will have asteroids floating through that will block lasers. The enemy will also have unique ships that increase the difficulty of the battles.
I do want to have a overall storyline here but it will be mostly about the gameplay. Each player girl will have a story leading up to a sex scene that will unlock as you use and upgrade the character.
I realized something during my old game plays, Ari’s NLaWS can be fired three times, then there’s a cool down of X amount of time.
As for the battle loots, instead of a random crate at the end or buying them through the Rebel Base, but, Gacha games mechanic, how would it work? I’m kinda unfamiliar with Gacha games, there will be a wheel to spin, click on floating crates amid an asteroid field(graphic, but, intentional for miss clicks)? Or a mini game to shoot Sentinels, like… High score wins X reward or shooting a specific type of Sentinel gives different rewards?
Gacha is exactly like how it is in ARIA. meaning that in addition to leveling up, you also get stronger by greeting certain stuff from the boxes. for now I plan to have it the same where you get them after certain missions based on the difficulty. and then you can buy various kinds with with resources.
That’s great. Although it’s different from the old version of ARIA, I still like you to use the new ARIA with artistic style. I like everything you do and will always support your author.
when is the game gonna be dropped
I missed this comment. Probably Q1 or 2 next year.