![]() As for the sp costs, I’d like to be able to hover over a block and have a tiny panel the length of the block showing how much it costs. I pivoted to icons instead of move names. So less time for a player trying to imagine what it would look like in combat, and more time building it.Įach block has an associated sp cost, so I started experimenting with showing that. Since I’d like a similar panel to show up when hovering over the move in combat, I figured this would help bridge the gap between the two. I ended up ditching the “stats per row” idea and consolidated the move’s stats to the left 3rd of the screen. I tried doing a running total of damage and sp cost next to each side of the move's blocks, but things got crammed real fast. I wanted a real-time preview of what the block-built move does. Then towards the end of the month, I worked on polishing the GUI. I envy the children who make playing with blocks look so easy Programming blocks to find the nearest open slot with a block below and then adjusting the rest of the block to shift over to the nearest gap was pretty difficult. I continued the GUI work by supporting block widths between 1-n. ![]() In September, I had started working on the GUI (Graphical User Interface) of placing blocks on top of each other in a 5x2 grid. So there can be tradeoffs to make when making a unique build. These skills can affect both enemies and party members depending on the block placement. Using those bricks, you can piece together a unique skill that is both uniquely representative of your friendships and devastating in battle. The blocks can have different attributes like increasing/multiplying healing/damage, lowering sp cost, increasing target count, etc. The *rough* idea is to receive (legally distinct) toy blocks as a reward for spending your limited days hanging out with different people. What I didn't have was the skill creation system one of the main hooks and mechanics that sets us apart from Persona. I went into Devtober with a basic turn-based combat system with health, sp (mana), party members, and leveling. My main goal for Devtober was to complete the basic Skill Creation gameplay loop. A Social Sim + RPG with time management and a friendship system similar to Persona 3/4/5. I'm our programmer and lead designer. This is reflective of my (Josh) experience in October, so I don't speak for the whole team. I (Josh), am 1/3 of Scoot o' Speed Studios. Instead, I'm reflecting on a specific period of the project. Our game is nowhere near being dead and is still being created. I prefer using the term "retrospective" since post-mortem implies the project is dead. Got the basic Skill Creation gameplay loop working.
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