The Grand Witness to Unity 2023 Post
For a long time now I've wanted to write a big post about the direction Witness to Unity has taken since I previously properly discussed it, sometime in 2016. The problem with this is oh god that's such a long time. So much has changed in its design and code direction. I don't know if I even have it in me to write a proper rundown for each element, so maybe I'll just bullet-point it.
It's a Mons Game, after all
As much as I think I could create a persona/demon fusion system for this Two Halves Persona concept, the problem in the end is a matter of scope. Even after limiting the number of personas and tiers per arcana to manegable levels, I still had 100 personas to create — that’s art assets, coding their skills/builds, and then balancing them.
Damage Calculation Is Hard
The thing about damage calculation is you kinda have to feel it out by vibes. You want increasing stats by certain amounts to feel like a noticeable difference in your damage output, whether that's +1 or +10, or anything else. But to achieve this, it feels like you need to write damage formula and then shape everything else around it and hope for the best.
Which is a problem if you reach a point or come back to it later and the vibes are off.
I'm presently struggling with looking at Witness To Unity's damage formula and thinking... this thing seems a mess. I'm multiplying or dividing the stats a lot just to get things into the "shape" I want, and maybe that's bad? I'm not sure how to explain this, so I'll start with how the stats and all currently work.