Whatever could this be…?
I guess you’ll just have to play the game to find out! The Bonus Menu opens up when the player collects any 1 of the 4 Elemental Spheres located on the farthest corners of the map. These Spheres are mystical objects…but no one is quite sure what they do. Best to collect them while you expand the reaches of your Nation! Surely they can’t be anything but relics of a bygone era though…
In other news, I’ve been busy working on the Final Boss encounter for ANoW. It’s quite a vicious encounter…and as all good Final Boss fights go, it has multiple forms, each more deadly and bizarre than the last!
I’ve always been a sucker for multi-form final bosses. I think that Phantasy Star Online was the first game that ever really sold me on them, especially when you were greeted to a third ultra-bizarre form in all the difficulties past Normal! I thought that was so cool, and the encounter was suitably surreal, from the bosses design itself, to the environment you fought Dark Falz in.

Whatever could this be…?

I guess you’ll just have to play the game to find out! The Bonus Menu opens up when the player collects any 1 of the 4 Elemental Spheres located on the farthest corners of the map. These Spheres are mystical objects…but no one is quite sure what they do. Best to collect them while you expand the reaches of your Nation! Surely they can’t be anything but relics of a bygone era though…

In other news, I’ve been busy working on the Final Boss encounter for ANoW. It’s quite a vicious encounter…and as all good Final Boss fights go, it has multiple forms, each more deadly and bizarre than the last!

I’ve always been a sucker for multi-form final bosses. I think that Phantasy Star Online was the first game that ever really sold me on them, especially when you were greeted to a third ultra-bizarre form in all the difficulties past Normal! I thought that was so cool, and the encounter was suitably surreal, from the bosses design itself, to the environment you fought Dark Falz in.

Oh man, I bet you guys are pretty sick of seeing this Pause Menu by now huh?

Sorry, but I keep realizing that there are important gameplay tidbits that need to be added to it, besides, this one is substantial enough to warrant a quick explanation!

So I added a toggle for the three types of regeneration in ANOW. I’ll go over them top-to-bottom!

The first is you’re standard health regeneration. A short while after taking damage, your ships crew will begin automatically repairing any damage. This uses up Wood resource over time, and is done passively. 

The second is similar, it’s the crew systems. Remember them? They lose effectiveness if your ships health drops below its armored point. These systems passively heal themselves by consuming Food.

Finally you have the Ammo Restock. You passively replenish expended ammo by consuming stone.

The reason for adding a toggle to these passive abilities is pretty obvious, I don’t want the player to amass all the resources they need to build a Unit, only to realize that by the time they get to the build site the ship has expended the resources on minor maintenance! I had planned on adding this functionality for some time, but I hadn’t thought to do it until now with the Pause Menu.

You might also notice a new icon next to “EXP” on the Pause Menu, it also shows up in the second screenshot of the Upgrades Menu. If you remember, the Upgrades shop used to deal in Gold. I decided that it was best to keep the currency used in the colonization part of the game separate from the currency used to upgrade your ship. It fixes a lot of inherent problems, for instance, idling at a taxhouse as it provides gold to the player.

There are 4 new additions to the upgrade shop as well, bringing the total upgradeable airship skills to 24, each with 10 different levels of effectiveness! The 4 new skills are very unique, but I’m not going to spoil them…though you can read the description to my favorite in the screenshot!

Here is the finished Pause Menu! It still doesn’t display any information in that big empty area, but again, I think I’ll leave it that way until the beta period, allow folks that play the game to help me figure out what information is most important to be put in there.

Here is the finished Pause Menu! It still doesn’t display any information in that big empty area, but again, I think I’ll leave it that way until the beta period, allow folks that play the game to help me figure out what information is most important to be put in there.

Blargh. More menus! Note that this one is a work in progress.
The last menu was for the final shop, but that hardly means that it was the final menu to design. This is the “Pause Screen”, it’s easily the most busy menu in the game, it holds a huge amount of information, and that’s intentional. It’s also very time consuming to design as a result, even if it means I get to re-use assets and code.
You might be asking yourself what that huge amount of empty space is in the middle of the screen, the simple answer is I don’t really know yet. I’ve always found it easier to prepare for the worst. That empty space is for whatever I eventually realize needs to be put in there, a process that will probably involve the eventual ANOW Beta before it’s finalized.
Other than that there are a few other things that have to be completed on this Pause Menu, but I’m going to sleep, its almost 4am on a workday!

Blargh. More menus! Note that this one is a work in progress.

The last menu was for the final shop, but that hardly means that it was the final menu to design. This is the “Pause Screen”, it’s easily the most busy menu in the game, it holds a huge amount of information, and that’s intentional. It’s also very time consuming to design as a result, even if it means I get to re-use assets and code.

You might be asking yourself what that huge amount of empty space is in the middle of the screen, the simple answer is I don’t really know yet. I’ve always found it easier to prepare for the worst. That empty space is for whatever I eventually realize needs to be put in there, a process that will probably involve the eventual ANOW Beta before it’s finalized.

Other than that there are a few other things that have to be completed on this Pause Menu, but I’m going to sleep, its almost 4am on a workday!

The fruits of my labor!
This is the Resource Trading Shop. It is the only shop accessible while in the main part of the game (Island Colonization), the other shops (Ship and Unit Upgrades) are accessible in-between stages.
There are two parts to the Resource Shop. The left side shows the amount of each resource you have, along with the respective buying and selling prices. These prices are influenced by the amount of those resources available in the current area. Basic supply and demand. All resources are bought and sold for Gold, which can also be “harvested” (taxed from village tiles).
The right side shows the “Goods and Services” available for purchase by the player. At the moment, these services are entirely focused on repair and replenishment of ship systems. In the future (probably after the beta period) I will be adding more which will spice things up a bit. These also serve the handy purpose of being Gold sinks for the player. Gold is the only resource that the player can carry any amount of, all other resources are limited by the size of your cargo holds.
The bottom of the screen shows the Area Info, giving the player a rough idea of what the current area is made up of, as well as a manifest of on-board resources.

The fruits of my labor!

This is the Resource Trading Shop. It is the only shop accessible while in the main part of the game (Island Colonization), the other shops (Ship and Unit Upgrades) are accessible in-between stages.

There are two parts to the Resource Shop. The left side shows the amount of each resource you have, along with the respective buying and selling prices. These prices are influenced by the amount of those resources available in the current area. Basic supply and demand. All resources are bought and sold for Gold, which can also be “harvested” (taxed from village tiles).

The right side shows the “Goods and Services” available for purchase by the player. At the moment, these services are entirely focused on repair and replenishment of ship systems. In the future (probably after the beta period) I will be adding more which will spice things up a bit. These also serve the handy purpose of being Gold sinks for the player. Gold is the only resource that the player can carry any amount of, all other resources are limited by the size of your cargo holds.

The bottom of the screen shows the Area Info, giving the player a rough idea of what the current area is made up of, as well as a manifest of on-board resources.

Not much to show still, again, working mostly on the not so fun stuff. At the moment its the Unit Upgrade menu. I might take a break from this and work on some of the more fun stuff like bosses, although on the same hand I am making decent progress on this, so it might be best to just suffer through it and be done with it all.

Not much to show still, again, working mostly on the not so fun stuff. At the moment its the Unit Upgrade menu. I might take a break from this and work on some of the more fun stuff like bosses, although on the same hand I am making decent progress on this, so it might be best to just suffer through it and be done with it all.