Thinking about how to use terrain tags to make some areas real isometric maps. (Real as in not "square tiles turned on their sides," but actually made up of diamond shapes with two 120-degree and two 60-degree internal angles. I'm having difficulty with the player-movement aspect of it.
Focusing on learning scripting so that I can implement an ABS with precise collision detection, and HUD, and party AI. It could be done with eventing, but it would take forever, and scripting is a useful thing to know, anyway. I'm wondering why VX Ace's scripts define Class methods, but then don't actually use them, but still seem to work, though.
Decided to stop working on that August project because my main project is what I want to work on. I gained some great eventing and scripting experience from the August project, though, so my main project will continue more smoothly now, I think.
That moment when you realize that the "simple" ABS you decided to design for your contest game is actually about 8 times as complex as the one you planned for your main project. It's actually quite relieving.
Trying to think of some way to simulate hitboxes in an evented ABS... I'm thinking of simply having a "Player X is attacking" and "Priority" variable that works with a conditional branch that occurs upon touching an enemy. Other flags that activate on attack can include attack properties such as knockdown, stun, etc.
Item and Clinic system is done as well. The only way to way to restore health is to recieve medical attention in a town. Items can, at best, restore stamina, which is used to perform pretty much every battle action. Dodging is extremely important, and the first few battles stress this by giving very little HP.
Almost finished planning how this ABS is going to work. Unfortunately, working it out in RPGMVX would be a pain, so I'm looking at other engines, and I've managed to find a couple that are more flexible.
So, this is how I'm implementing gameplay directly with the story: Battle music and each member's capabilities slowly change as the story progresses. Instruments are swapped out, abilities are lost and gained, stats change, etc. I'll probably remove the level system entirely as a result.
"My feelings of greatest awe instantly changed to admiration and a realization that something had been missing. It didn't hurt, though. That gap had already been filled by the man standing before me." And with that, we begin our story.
If there was an award for best game dev procrastination, I'd say 'meh, I'll pick it up tomorrow'
Honestly though, I've been staring at the same half-made map for a while now haha! Ahhh, I'm so tired of mapping!