The past week has been very busy! Apart from fixing bugs and adding requested features, we’ve also implemented a prototype of the pet system, which will be the topic of today’s post!
First off, let’s clarify the difference between summons and pets!
A summon is a friendly combatant which is usually created through the use of a skill. Summons will not only cost mana to create, but that mana will remain blocked for as long as the summon stays alive. The popular Cloud is an example of this.
A pet is a companion you can bring with you, which follows you around. It does not join in combat, apart from giving you small stat boosts depending on its level. It costs no mana to keep around. Pets are not acquired through skills, but are caught with baits (or perhaps gained as rewards). An example of a caught pet is the Rabby.
To catch a pet, you’ll first need to find something to lure it with. The bait for attracting Rabbys, for example, is a golden carrot! When you use such an item close to an enemy that’s interested in it, that enemy will engage you and a minigame will ensue!
The minigame is DDR-inspired (how else would you impress someone?), where you must press the corresponding buttons at the right time! If you miss four times, you fail to catch the pet and it will attack you. You won’t lose your lure item, however, so you can try again if you want! By timing the button presses very well (Great or Perfect), the progress bar will gain a small boost and you’ll catch the pet quicker.
If you succeed in the minigame, you’ll catch the pet. If you don’t currently have a pet, it will join you right away. If you’ve already got another pet with you, you’ll get the option to bring the new pet, or keep your old one. The other will be sent to the farm!
The farm is where you keep all of your caught pets. Currently, we haven’t built the farm in-game yet, so we keep the pets inside the Evergrind City Café! The farm is the only place where you can interact with your pets through the action button (otherwise you’d keep talking to your pets all the time when fighting), and it’s also here where you can switch pets if you want to mix it up.
The default pet menu consists of five options:
Feed is how you level up your pet, making it grant better stat boosts (more on this below).
Change Name is just what it sounds like.
Pet Style will change the appearance of your pet into a different variant! For example, Rabbys can have white fur as well.
Bring will make the selected pet your active one, and it will follow you out of the farm (aka Café). Stay will have the opposite effect.
Now, let’s showcase the feed menu!
A good way to spend a lot of the edible stuff you find during your adventure, is to feed it to your pets! Depending on what kind of food you give it, a progress bar corresponding to that attribute will increase. When a progress bar has been completely filled, your pet will level up, and from then on give you a slight bonus in the chosen attribute!
The maximum level a pet can reach is level 10, so the bonuses can’t get infinitely high, but a max leveled pet still has a noticeable effect on the strength of your character.
We’ll also include an option to hide your pet, much like you can hide your headgear. Maybe you want it out of your way when fighting difficult enemies, or perhaps you’re too cool to bring a pet with you but still want the juicy stat bonuses!
That pretty much explains the pet system, so here’s some brief beta info as usual!
The patch containing the pet system, a load of bug fixes and some other changes will hopefully be done in a few days. When it has been approved by Desura and gone live, we’ll proceed with sending out the 3rd batch of invites!