02-16-2015, 01:09 PM
Writing a new battle system, work in progress...
Not even close to functional yet, attempting a coherent layout before I do anything serious with it. The entire project is being updated to 800x600 screen resolution, biggest reason is because I wanted more screen real estate for combat.
Explaining the Status Window
The status window is laid out as follows (subject to change)...
Over eighteen years later, I'm still heavily inspired by Final Fantasy 7 (amongst other games), so Cloud sometimes makes a cameo in prototype development such as this (he won't be in the official game.) Also borrowing the sprite of the pink girl from CCoa style animated battlers demo, all other graphics are mine. Not using the classic Minkoff system, getting ready to write my own animation handling system instead. Everything is written on the prototype ReGaL engine.
Not even close to functional yet, attempting a coherent layout before I do anything serious with it. The entire project is being updated to 800x600 screen resolution, biggest reason is because I wanted more screen real estate for combat.
Explaining the Status Window
The status window is laid out as follows (subject to change)...
- Name
- HP / MaxHP (max HP not currently shown)
- MP / MaxMP (max MP not currently shown)
- State (it cycles between each afflicted state)
- P(hysical) Barrier and M(agical) Barrier bars.
- ATB and "Limit" bars
Over eighteen years later, I'm still heavily inspired by Final Fantasy 7 (amongst other games), so Cloud sometimes makes a cameo in prototype development such as this (he won't be in the official game.) Also borrowing the sprite of the pink girl from CCoa style animated battlers demo, all other graphics are mine. Not using the classic Minkoff system, getting ready to write my own animation handling system instead. Everything is written on the prototype ReGaL engine.