So I'm restarting work on the sprites for the EDS. Yeah, the Enhanced Duel System. Now, I suppose I could just say it's a duel system, but nah, it's enhanced, you see. Basically it's like the Suikoden rock-paper-scissors style - except for a few differences. Namely more choices and visual clues instead of dialogue clues.
Above: Defence position sprites for Clarissa. Top one is medium defence, middle is high defence and lowest is light defence. So what differences does each have? Well, the light defence is best against heavy attack, as you can dodge said attack about 70% of the time, the mid defence is best against most attacks but you'll always get some damage at least, and the heavy defence is great against mid to high attacks, but quick attacks can sometimes slip past your guard and have a small chance at critical hits.
A sort of mockup of the EDS. The top left corner shows the enemy health, blitz bar and the ellipses show that he's choosing his attack. His sprite will then change to show what type of attack he'll make (if he makes one).
The lower right shows your choices - Attack, Defence, Item or Blitz. Blitz skills can only be used if your blitz bar is full (which gains from taking/dealing damage) and allows two skills - one for damage and one for healing. Items allow you to use, well, items and attack/defence is pretty self explanatory.
To the lower left is the turn bar (yeah, real technical name, I know), showing whose turn is next - each choice moves you back a certain amount on the turn bar. So item usage will take you back the least, whilst blitzing and heavy attack/defence take you back a lot.
Yes, so I'm working on getting the EDS fully integrated at the moment. May take a while.