04-17-2018, 05:36 PM
Yet another post but i've updated the mockup further:
I was originally gonna use a turn-based system but then i'd've had to've made a good deal more sprites, and bigger ones at that, so i decided to go with a real-time combat system inspired largely by Xenoblade Chronicles 1.
Techs are the various moves you can use; you can swap between techs in the pause menu outside of battle. When a tech is used, its icon will darken, become slightly transparent, and shrink considerably. It will gradually resize to normal proportions and become opaque again, as well as sparkle briefly when it's available to use again. Each tech has a different amount of cool down time.
Techs have two important qualities - Nature, and Type. The Type represents its... well, "type". Like if Riky uses "Swords Dance", then its Type is Normal. This information is important when you want to deal critical damage to enemies who are of a Type that is weak against attacks of a certain Type. The Nature of the Tech represents the quality of the move itself. All techs are color-coded:
Red (physical move)
Purple (Offensive Aura)
Blue (Defensive Aura)
Orange (Temporary Stat-boosting Aura)
Gray (Character-specific Skills / Items / Flee / Initiate Team Combo
Characters also have Morale, which itself has 5 stages, which are simply Neutral, Motivated, Fired Up, Downcast, and Despondent. The higher a character's morale, the more accurate their attacks are and the more likely they will be to land critical hits. If any team member has Despondent morale, then a team combo can't be performed.
Team combos are very much like chain attacks from Xenoblade but with an added twist - at the end of a combo, the Types of the Techs you've used may result in a very powerful after-effect. Like if Riky, Fiona, and Vergil use offensive Techs of certain Types in a certain way, then it could result in a "Scalding Water" or "Steam Bomb" combo which will deal massive damage, for example
Also one more thing I should mention: since this mockup was made, i also went and expanded the width of the game's view so as to make the screen a little less crowded during battles
I was originally gonna use a turn-based system but then i'd've had to've made a good deal more sprites, and bigger ones at that, so i decided to go with a real-time combat system inspired largely by Xenoblade Chronicles 1.
Techs are the various moves you can use; you can swap between techs in the pause menu outside of battle. When a tech is used, its icon will darken, become slightly transparent, and shrink considerably. It will gradually resize to normal proportions and become opaque again, as well as sparkle briefly when it's available to use again. Each tech has a different amount of cool down time.
Techs have two important qualities - Nature, and Type. The Type represents its... well, "type". Like if Riky uses "Swords Dance", then its Type is Normal. This information is important when you want to deal critical damage to enemies who are of a Type that is weak against attacks of a certain Type. The Nature of the Tech represents the quality of the move itself. All techs are color-coded:
Red (physical move)
Purple (Offensive Aura)
Blue (Defensive Aura)
Orange (Temporary Stat-boosting Aura)
Gray (Character-specific Skills / Items / Flee / Initiate Team Combo
Characters also have Morale, which itself has 5 stages, which are simply Neutral, Motivated, Fired Up, Downcast, and Despondent. The higher a character's morale, the more accurate their attacks are and the more likely they will be to land critical hits. If any team member has Despondent morale, then a team combo can't be performed.
Team combos are very much like chain attacks from Xenoblade but with an added twist - at the end of a combo, the Types of the Techs you've used may result in a very powerful after-effect. Like if Riky, Fiona, and Vergil use offensive Techs of certain Types in a certain way, then it could result in a "Scalding Water" or "Steam Bomb" combo which will deal massive damage, for example
Also one more thing I should mention: since this mockup was made, i also went and expanded the width of the game's view so as to make the screen a little less crowded during battles