Placeholderette's Dungeon - (Tales of Faenia mechanics / Proof of concept II)
So! Just so we're clear: All you see here is ACTUALLY functional.
This isn't a Photoshop graph to "illustrate" what the "actual thing" should look like, this is just a screenshot of the "actual thing".
After a panning intro and a bit of novel-type, few lines of dialogue banter between the characters, the camera locks onto the first character in the party, and all of this comes out. It's all interactive:
- The right-side flipping tags roll up and/or down depending on the pressing of the up/down keyboard keys. Clicking on them reacts in the same way.
- The character sprites will change places with each other if they repeat on the lineup after requesting confirmation, or vanish to make place for the other two characters not present on the image (Warriorette & Roguette)
- All the numbers by the stats are actual math equations that will give different results depending on what you input on the base attributes, making them easily accessible for modification.
- The skills presented below the transparent sprite of the highlighted character's tag are also easily interchangeable, for the purposes of rearranging them as the player may fancy down the line, or to add extra moves and have to tailor your five preferred ones out of battle, learning new moves as the characters level up. (Leveling and such isn't implemented yet)
Right now, I'm making the little icons for the movements of the characters. I'm done with Priestette's and Monkette's, so I'm 15 moves out from completion. Maybe I'll make a few more later to test how easily they are to change for one another, but preliminary tests seem to show I only need to change their tags and they will change accordingly. Easy-peasy.
After this, all I need to do is add a wokring "Ready" button at the bottom-right side of the screen, and once that's done... It's time to tackle the "actual" combat.
What are your thoughts? Also, I've been wondering, but what do you think I should do with the final... Thing? I mean, it's not something I plan to make "an actual game to publish" out of... It will be a functioning, looping series of fights without a set goal or an end. It's a proof of concept to later take this working code and apply it to Tales of Faenia (to larger or smaller degrees of alterations and tweakings to fit the theme, of course)... But it feels off to just do nothing with it, right? Or maybe not? I don't know.
I'm just thinking aloud, I guess. Let me know what you think!
Fate out!!!
Comments (3)
Winning the set number of fights to get the loop just results in the Placeholderettes presenting a bit of cooldown cheesecake, all laying about tired and sweaty- Ahem. But for real, this looks pretty dang slick now. It's genuinely looking akin to Persona 5's level of mechanical style through minimalism, but with just enough information to make sure you know what you're getting into. Now the negative space looks really good to me, and giving more of a focus on the characters we're supposed to be ogl- I mean, appreciating means we're getting more of what we came for. ...And came here for. If you genuinely just leave this as a little WIP capsule, a playtest tool to tinker with at your leisure, I don't think anyone would mind terribly. Especially knowing Tales of Faenia is one day on the way. Me? I feel like giving it the minimum treatment to make it 'releasable' as a demo concept, even just for paid Patrons, would be both fun for us to get our hands on, and a good milestone for you to relish in getting something like this out. Proof not just of the concept, but in the skill it took to get here. Your call either way. Me, I'm just going to hope for Placeholderette pinups in the future-
A lot to think about here. Some ideas I kinda half-considered, personally, but... I suppose I'll see what to do with the final "thing" once the main cycle is done and works completely... Hm. Thanks for the feedback!
I can't wait till the game is available
