Omnimaga > Escheron: Twilight over Ragnoth
"Escheron: Twilight over Ragnoth" — progress updates and discussion
Geekboy1011:
That's more than fine with me. I have been working with what you had given us concept wise to get Iambian stuff to work with. Thankfully that has been enough for now and it will continue to be enough for a while to go. That being said nice to see you around again.
Also I could reset your password again for you if you want I can also recommend updating your email for your Zera account as its still on your old email which seems to be defunct.
Escheron:
Assuming we're basically porting the original game concept to B&W with the three-person party system and all, I'm thinking battles would look something like this. When a battle is initiated, you would see an overview of your party's status, and the pointer would allow you to select which character will input their command first.
Once a character is selected, the command menu would be superimposed on the screen. If you select commands like Magic or Item, an inventory would open. You'll notice a pointer at the bottom of the inventory - scrolling all the way down would jump to the next page of the inventory. When you've selected a command, spell or item to use, selection brackets would be superimposed on top of enemy sprites so you can select your target. Different spells have different targeting parameters. Those that target all enemies will superimpose individual brackets over all enemy sprites at the same time.
When all three party members have registered their commands, everyone then assumes their turn in an order specified by all participants' agility values. The bottom window that was previously used to display commands and status will read out a series of verbose actions, such as, "Maya attacks Gremlin A..." followed by a brief animation appearing in the enemy sprite section, if there's an animation associated with the action. Either way, when enemies take actions or take damage, their sprites flicker briefly.
That about sums up the gist of the battle menus. How does that sound?
Geekboy1011:
Well currently we have been going by the info in this thread. Which is really just a paraphrase of your "rewrite" of Escheron. Its a little simpler with the same main story AFAIK. You would know better obviously :P . That being said that seems reasonable enough to me. I as of now have no issues with it. That being said I have been directing iambian in a slightly different direction this time then battle engine first. We are trying to get the main engine,Story,Events,ect done first then worry about the battle system. This way everything fits together nicely instead of us coding around making spaghetti.
Escheron:
You may want to hold off on coding anything just yet. Give me some time to put together a consistent design documentation so we can be sure we're all on the same page with this. It shouldn't take me very long, considering I just need to rephrase some of the existing documentation to fit the scale of this project. I'll be more proactive about posting back here with updates.
Geekboy1011:
Well like I said we are avoiding battle engine so far. And have been working on the raw engine as you can see from the screenshots above. We have been working on getting things for like cut-scenes and such in order. As well as the general overview of what an "RPG" needs to be well an RPG. Working text system menus and such really all the non "design" work lol.
Also any chance of getting you back on irc? Or is that a lost cause :P
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