Upcoming Features


Hi everyone and welcoming to all the new commers who are joining post Pixel Expo, if I haven't introduced myself, I'm Nathan the developer of Tales of the Nomad.

On the note of Pixel Expo, Thanks to all who came by and tried out Tales of the Nomad. It was a great two days, meeting everyone and seeing you all try out the game was a great experience, and I greatly loved the feedback I received from you all.

Now moving on from Pixel Expo, this next month will be quieter on the development on the game. This mainly due to me focusing on the conclusion of my studies at my university. But also, me taking the opportunity to consider the path forward for Tales of the Nomad to keep it on track for release in 2026. They will be a lot of work to get the current build to that stage and running that road blind can lead me to waiting all my energy and devotion to the completion of the game. This point in the development after completion of the build for pixel expo happens to be a great opportunity to proper plan and shape the concept for the upcoming levels, mechanics and story into place.

But to reveal some of the plans, I can reveal the current planned list of all tools/weapons the player will be able to use through the game.

Spear
this is the main weapon of the nomad, a few updates been considered, is.
a fast rapid strike hit,
a charge strike attack,
blunt knockback attack.

Torch
this is the first tool received alone the path, it gives the player access to light and fire, it can be lit, swung and thrown. consideration of how it can be unlit in use are being considered for improvement to gameplay.

Rope
this an evolution to the swing mechanics that allows the player to attach an anchor to set object and swing themselves across different ledges to access different areas, additional the rope will be useful in pulling object around.

Slingshot
I cannot actually confirm if it will be a slingshot in the final game as I still considering what type of when the firing mechanic will be. but my current feeling a going with is a slingshot, allowing the payer to fire lit stone across the level and do damage to the enemies' additional projectile type will be opened up to the player as the game progress, like fire and water shots.

Water Bottle
this mechanic is going to be require a lot of careful work as the water bottle is a second life solution system but also the water bottle will be required for set puzzle solution forcing the player to carefully consider the use of the bottle and allowing for dynamic increasing and decreasing of number of lives the player can have at hand for set levels. to help buffer up this item rest points will get a few variations. the standard clean water which gives the players all current lives, a variation that increase lives beyond maximum like a steam bath or spring water. a rest point which water is only filled of muddy water, limiting health to half on respawn and resting at. Final the polluted water source which is entirely undrinkable for the player giving zero hp, and if drunk from a bottle if damage the player health. 

Leave a comment

Log in with itch.io to leave a comment.