Hello everyone, I've mostly been working on maps and some gameplay and story. I've also added a terminology page where you can check out some of the story terms. YOu can check it out
here
TP will be replaced with RP(Rift Points), which is used to use
Rift Flashes which is like limit breaks but using it constantly damages the foundation of magic, causing more monsters to appear and this will also effect the ending that the player will get in the process.
The other stuff I've been working on is mostly making the elements for my game, I'm not planning on doing stuff like fire beats ice and earth beats thunder etc. So I've decided to create my own "Elements" if I can put it that way.
Here's a quick mock up of what will look a lot better >.<
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Vatra will have spells that revolve around fire, thunder and light. Fire being the main damage out putter, thunder being the main debuffing and buffing and light being a mixture of the two
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Priroda will have spells that revolve around and earth, air and life(Animals). Earth being the main damage out putter, air being the main debuffing and buffing and life being a mixture of the two
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Sistina will have spells that revolve around and spirit(Summons and other types), healing and illusion. Spirit being the main damage out putter, Healing being the main debuffing and buffing and Illusion being a mixture of the two
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Tamadus will have spells that revolve around Dark, Cold and Psychic. Dark being the main damage out putter, Cold being the main debuffing and buffing and Psychic being a mixture of the two.
As you can see each "class" of element has it's damage dealer, buffer etc. And each element will be versatile enough to stand on its own. But don't be put off by the fact that Cold, thunder, air and Healing will only consist of buffing and debuffing, each will still have a fair amount of attack spells to pummel you enemies with.
Do these ideas seem good? I'd love to hear some feedback :)