Working on a D&D 5e style reaction system. I don't really like the current UI for the reaction prompt itself (feedback welcome), but I've got the mechanics of interrupting the current battle action and then resuming it more or less worked out.
Working on some dialogue plus some tweaks to the message window. Added inline speaker names (not a fan of name boxes), automatic and balanced breaking of text lines, and portraits. I like the balanced line breaks, because I think it looks nice and it saves me from manually adding line breaks.
Quest journal is about done, I think. I could add more, but... Keep it simple, stupid. I'm going for more of a "main character's to-do list" vibe than a full-blown MMO / CRPG quest tracker.
Thought I'd share something unfinished tonight. I'm trying to branch out from battle-related content, and wanted to try a quest log. While I don't plan to do a bunch of "kill X" quests, I thought it'd be neat to display the enemy sprite in those cases. Lots more to do, still.
Just finished the first iteration of my party chat system. Sort of like the "Tales of" series' skits, but I wanted to try a chat-like UI inspired by Persona 5. Plus, it ties in with my bark system, so party members can drop hints on the map for new chats:
Working on a new party member's skills always seems to mean writing more plugins. Introducing toggle skills: toggle a skill on—or off—right from the skill menu.
This battle victory screen has been pretty fun to work on. Not only can party members set new personal records for their contributions to the fight, but when they do, the party remarks on the accomplishment!
Accomplished a longstanding goal: transitioned from windowskin graphics to native canvas drawing for windows. No more window.png or resizing individual mask images; Bitmap and Window classes handle it all seamlessly now.
My first foray into a plugin that I plan to release. Working on something for those who want to set up a Dragon Quest style battle HUD with minimal fuss. Includes the ability to round the battleback corners to fit your windowskin and, of course, front-view animations.
Here's something a little different. Anyone else enjoy a good spreadsheet? I use them to plan class skills and rotations. It's an easy way to see how much damage an actor will do with given stats, and helps with balancing party members and planning boss HP totals.
Brainstorming ways to make the battle item window look different from the skill window. Thought I'd try a grid instead of a list. Very "rough draft" vibes.
Went too far down the rabbit hole tonight while experimenting with D&D 5e style actions. 1 bonus action and 1 standard action per party member per turn. Bonus actions occur without leaving the current actor's turn input. Action types are represented by shapes because I'm feeling inspired by Baldur's Gate 3.
I just came across your profile and I have to tell you, damn dude, you make such impressive battle screens. Never saw anything of this quality before in RM.
Doing some more work on how states are represented in battle. First up: DoT damage is separated out by state. Total DoT damage is displayed in the combat log.
Super minor, but I'm liking these miniature state icons I've added to the enemy HP gauges. To keep the pixels to my liking, they're drawn independently of the normal state icons, which are tucked away in the enemy status window along with the state's help text.
It was a little unwieldly to maintain separate actor/enemy status window plugins. So, I merged the plugins and their layouts, then added status effect tooltips. States that have numeric effects show their exact values in their tooltip.
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