It's been a year since the last update and I only finished 1 side project and got another started with MZ that got switched to Hiatus recently.
It is no secret that I was never fully satisfied with the battle systems mix of classic RPG and Guild Wars 1 mechanics. The latest side project was yet another failed attempt to somehow fuse the styles.
So yeah, at this point it didn't really make much sense to continue on in this same vein. I don't see this working out in RPGmaker for me. Yeah, should have had that realization years ago, but better late then never. I am gonna miss the XP graphics and other purchased assets, but hey, there is still the good old 2k age Refmap.
Right now I am playing around with Unity, I finished Basic Movements and some of the related UIs. Here is what I have so far:
Basics of the Battle System are done, this includes:
Movement, single target & aoe damage and healing.
Everything still WIP, but don't expect that many changes for now.
The computation of damage and skill (side) effects has not been implemented yet.
Working at a slow pace right now, hope to get more done in april, just wanted to break the radio silence until then.
Spending affinity points permanently increases attack and defence against a specific type and are earned through battles. The costs of increasing type affinity varies from character to character, depending on their inherent talent.
(Types are the same as in Pkmn)
Every character has a fixed total of 99 Attribute points.
They can be set and reset at any time outside of battle.
There are 12 Attributes in total:
"Specialization", "Invocation", "Conjuration", "Destruction", "Deterioration", "Domination", "Interruption", "Nullification", "Transmutation", "Restoration", "Augmentation", and "Protection".
Each one increases the power of related skills, e.g. Destruction for skill that damage the enemy directly, Restoration for healing skills etc.
(These are mainly inspired by GW1 & HxH)
(Except for some minor placeholders that need other features to be implemented)
Don't think I'll have a demo by the end of the year, as crafting isn't done yet and the progress on the battle system is slower than expected.
(Had to redo some of the interface implementation due to poor performance caused by bad code due to too little experience with js)
There will be a tech-demo as soon as those two features are in a reasonable state.