04-26-2014, 04:56 AM
Re-drafting the look of the ATB system. *Gets out his WIP*
Technical Details & Further Plans
The Battle Background
Battle backgrounds may consist of a whole image (such as this one), a mix of two different images (example being the ground and the sky) or a particular map itself. Screens which are larger than the expected resolution may allow for long-range combat, so it's best to have a sniper on the team for these situations.
Combat Information
Simply displays help messages related to command and target selection as well as current battle actions. A simple delay will be implemented to display a queue of information lines, adjustable within the Menu => Config section.
Not pictured : An assist window shall pop up for command selection, revealing more technical detail about the action or skill
the player is about to use. For instance, it may show elemental and/or status properties as well as applicable HP, MP and/or Ammo costs, perhaps even charge and cool down time.
Command Display
Still rather standard so far, but different "Skills" or whatever will be cataloged for certain weapon and/or class types. Even the standard "Fight" command will lead to a sort of skill menu. We'll go ahead and use somebody equipped with a Gun for our example.
Fight
Status Display
Since battle scenery has been granted extended screen real estate, the battle status "window" has been replaced with a more revealing graphical interface. A series of states will be displayed for allies inflicted with multiple ailments, example being a combo of Poison, Blind and Mute. HP and MP is still pretty standard; white when normal, yellow when low, red when zero, gray when petrified, purple when possessed or zombified. States such as "Slow", "Haste" and "Stop" are purposely considered 'hidden' since the ATB bar itself will change appearance in representation of said states.
Target Display
Target display window simply lists a series of targets. With certain actions and skills, one may switch between allied and enemy targets using the SHIFT key. Ally information is always fully displayed, but enemies must be scanned into the bestiary before their traits are revealed.
Battle backgrounds may consist of a whole image (such as this one), a mix of two different images (example being the ground and the sky) or a particular map itself. Screens which are larger than the expected resolution may allow for long-range combat, so it's best to have a sniper on the team for these situations.
Combat Information
Simply displays help messages related to command and target selection as well as current battle actions. A simple delay will be implemented to display a queue of information lines, adjustable within the Menu => Config section.
Not pictured : An assist window shall pop up for command selection, revealing more technical detail about the action or skill
the player is about to use. For instance, it may show elemental and/or status properties as well as applicable HP, MP and/or Ammo costs, perhaps even charge and cool down time.
Command Display
Still rather standard so far, but different "Skills" or whatever will be cataloged for certain weapon and/or class types. Even the standard "Fight" command will lead to a sort of skill menu. We'll go ahead and use somebody equipped with a Gun for our example.
Fight
- Single Shot : A concentrated shot, normal to high damage for a single target.
- Double Shot : Two concentrated shots on a single target, may cause delay.
- Spread Fire : A series of shots which may randomly hit multiple targets.
- Full Mag : Unload a full clip or magazine on a single target without remorse.
- Warning Shot : Purposely miss an enemy, hopefully causing them to flee in terror.
- Fatal Shot : Target a single enemy for critical to fatal damage.
Status Display
Since battle scenery has been granted extended screen real estate, the battle status "window" has been replaced with a more revealing graphical interface. A series of states will be displayed for allies inflicted with multiple ailments, example being a combo of Poison, Blind and Mute. HP and MP is still pretty standard; white when normal, yellow when low, red when zero, gray when petrified, purple when possessed or zombified. States such as "Slow", "Haste" and "Stop" are purposely considered 'hidden' since the ATB bar itself will change appearance in representation of said states.
Target Display
Target display window simply lists a series of targets. With certain actions and skills, one may switch between allied and enemy targets using the SHIFT key. Ally information is always fully displayed, but enemies must be scanned into the bestiary before their traits are revealed.