12-20-2018, 07:16 PM
A mockup of some sprite work. Tifa is more than finished, Cloud is just getting started. They will eventually be replaced by original characters Logan and Mysti, among others. The enemy is a Tesla Wyrm, an original monster, which battle animations are fully complete!
The purpose of this exercise is I'm starting weapon poses, namely two-handed sword for male, but all 5 templates (child, female, male, male (muscle), fat) is to have these same or similar poses. I'll move on to spears, maces, flails, guns, etc. and things will be an absolute hoot! Might take me a while though...
Ah, the Save menu, with a mix of original characters and the temporary FF cast. Game will be broken down into Chapters and Missions. Types of Missions will be Story, Side-Ops and Alliance. Story missions push the story further, eventually triggering the next Chapter. Side-Ops are (mostly) optional, some which are Chapter-dependent while others will remain for most/all chapters until completed and have their own mission sub-series. Alliance is the story-pivoting friend/foe branching system, which alternate key details in the core Story in unique fashion.
(If anybody has played InFamous 2, I'm basing my story model off their technical model. Very simple and too the point, really. Alliance system would be similar to the Karma system; similar but NOT the same. Both affect story up to the final mission and ending. At least two distinct endings at minimum, extending the replay value FTW!)
Modified hero command window for battle. Fight and Defend will also have their own sub-menus similar to Magic and Items. To skip their respective sub-menus, the player can select the command with / instead of / issuing the original function of the Fight and Defend commands. Pressing / and / will cycle previous and next actor, respectively. Holding / for a second or two will trigger the Escape function for battlers whom do not have pending actions.
The input system goes slightly deeper than that but the current test model allows for fast and efficient player action for swift and challenging combat. Project Beast already has these exact things implemented as described but I've yet to port them over to Project Echo.
Modified battle status bar. The "Special" bar is divided into (up to) 4 sections. This is similar to FF7's "Limit Break" system, but each sub-section represents the level of Special Attack the player has access to. If we're basing this dummy data on Cloud's Limit list, you'll see one bar is filled enough to unlock Limit 1.1 "Braver" and Limit 1.2 "Cross Slash" but nothing of 2.1, 2.2, 3.1, etc. (See window above) This would allow the player to queue up several revenge attacks (ie use "Braver" more than once) or fill up all (up to) 4 bars fully for their ultimate attack (ie Limit 4.1 "Omnislash").
These are the current state of affairs, things are 80% implemented but I still have bugs to work out.
The purpose of this exercise is I'm starting weapon poses, namely two-handed sword for male, but all 5 templates (child, female, male, male (muscle), fat) is to have these same or similar poses. I'll move on to spears, maces, flails, guns, etc. and things will be an absolute hoot! Might take me a while though...
Ah, the Save menu, with a mix of original characters and the temporary FF cast. Game will be broken down into Chapters and Missions. Types of Missions will be Story, Side-Ops and Alliance. Story missions push the story further, eventually triggering the next Chapter. Side-Ops are (mostly) optional, some which are Chapter-dependent while others will remain for most/all chapters until completed and have their own mission sub-series. Alliance is the story-pivoting friend/foe branching system, which alternate key details in the core Story in unique fashion.
(If anybody has played InFamous 2, I'm basing my story model off their technical model. Very simple and too the point, really. Alliance system would be similar to the Karma system; similar but NOT the same. Both affect story up to the final mission and ending. At least two distinct endings at minimum, extending the replay value FTW!)
Modified hero command window for battle. Fight and Defend will also have their own sub-menus similar to Magic and Items. To skip their respective sub-menus, the player can select the command with / instead of / issuing the original function of the Fight and Defend commands. Pressing / and / will cycle previous and next actor, respectively. Holding / for a second or two will trigger the Escape function for battlers whom do not have pending actions.
The input system goes slightly deeper than that but the current test model allows for fast and efficient player action for swift and challenging combat. Project Beast already has these exact things implemented as described but I've yet to port them over to Project Echo.
Modified battle status bar. The "Special" bar is divided into (up to) 4 sections. This is similar to FF7's "Limit Break" system, but each sub-section represents the level of Special Attack the player has access to. If we're basing this dummy data on Cloud's Limit list, you'll see one bar is filled enough to unlock Limit 1.1 "Braver" and Limit 1.2 "Cross Slash" but nothing of 2.1, 2.2, 3.1, etc. (See window above) This would allow the player to queue up several revenge attacks (ie use "Braver" more than once) or fill up all (up to) 4 bars fully for their ultimate attack (ie Limit 4.1 "Omnislash").
These are the current state of affairs, things are 80% implemented but I still have bugs to work out.