0 reviews
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Progress Log 1: June, and the menu that won't

Intro
Hi all!
It's been a while since my last game, that I'm feeling all excited to be doing all this again. I plan on doing this log regularly, maybe once or twice a month, so brace yourselves XD

Graphics
I've been experimenting on the eyes of char-gen sprites, and here's the result:

I'm editing the rest of the rtp sprites to match this style. It's quite some work, I know, but if it'll set the game even just *slightly* apart from the usual, then I'll go for it.

I'm working on the facesets as well, but they're not really a priority at the moment.

Mechanics
The game's mechanics are (for the most part) derived from previous not-very-successful project attempts of mine.
Most notable of which, are the 'rage' and 'stamina' systems.

Basically rigged versions of TP and MP respectively.
Both values are affected whenever a battler takes damage; Rage will rise, and Stamina will fall. I will explain both a bit further.

Rage is used primarily by 'Overskills', which are usually stronger/more effective versions of normal 'Special' skills. Rage rises by an amount based on how much percent the damage you took is, based on your maximum health. In addition, all your living allies' Rage will also rise by half that amount. Should a battler lose all its health, all its living allies will instantly gain 40 Rage. Aside from being consumed for 'Overskills', Rage also directly increases your ATK, up to a maximum of 110%. This makes it rather dangerous to fight large groups of enemies.

Finally, having 100 Rage (the maximum) will cause the battler to be unable to use anything except 'Overskills'

Stamina is used exclusively by 'Special' skills. When a battler is damaged, its Stamina will drop by half of the Rage it gains. Should a battler run out of Stamina, they will be Fatigued, and will be unable to move until they fully regain ALL of their Stamina.

These two, are still under observation and I might change them to balance the game after further testing.

Rambles
Now you might ask: What's up with the blog's title?
Well, it's like this:

I created a custom interface for this game. Complete with fancy sparkles, sliding windows, and stuff. All was fine until the fire nation bugs attacked. Little did I know that my oh-so-purty ui doesn't actually work. It's eye-candy, all right, but it just doesn't work. I spent quite some time cleaning up, taping the stuff together, praying it'll work out fine. Long story short, it didn't. Several days worth of work, thrown to the ground and spat on. So, I threw in the towel and settled with pre-built scripts.

And there you have it.

End
I suppose that's all for now. I hope this piqued your interest!
Until the next plog report, see ya!

Posts

Pages: 1
I feel sorry for the UI ramble ;_;. Maybe you could achieve it some other way around, or... something :'D?

As for the Rage/Stamina thing, it seems interesting. Just wondering, damage decreases Stamina by half the rage you get, but how do you raise it?

Cheers!
Are you asking how to raise rage? If so, then it's actually just Ace's default TP system given a different name and a few extra functions. Just like the default, rage raises when you take damage. I think the formula was: (DamageTaken / MHP) * 100 * TCR

As for the UI, I err... actually deleted everything out of frustration so... yeah. >_<
Pages: 1