I'm struggling, but I'm trying to make interesting areas for my game. It's been a struggle making areas that fit what I'm going for. but I do have some ideas. here's my main character wondering if he should jump down...
I've learned one thing during my 3 years of working on my game. some stuff just isn't feasible. and finding workarounds or something at least close to your vision can be good enough. at least for us who aren't coders.
made some really cool changes to battle today. since normal versions of skills cost no MP, I made a cooldown system based on elemental affinity. this also encourages tagging in and out depending on the enemy/overall situation.
added a Panic gauge to battle. it fills up according to your actions. each character has a different passive that activates once the gauge is full. also once full, a countdown starts and after each action taken, the gauges decreases. with each character, the decrease is different.
my game has distinct areas where travel through what are known as "battle stations" these are more or less areas to explore and fight. occasionally, you'll stumble across secret rooms with sidequests ready to be taken. this area is in the high school attic of all places... but how do ya get there is the question.
the last post was of the 2 bosses you'll fight in the high school... Principal Heiman and Mary, Mary, Mary... aka Mary Mars Mcqueen, the captain of the girl's wrestling team. Here's a view of the inside of said high school, Autumn Bay High.
after lot's of edits to Mike's attacks (to make it seamless with movement, no EX versions, cost 1-ups), I finally got combo skills to work. had to do a lot moving tho to get the combo list to appear where it is lol. that actually took longer than setting up the moves.
I got lot's o balancing to do lol... I think I'll redo my skills for the 3 party members for the 5th time lol. but I need them to be more distinct for balancing the RPS element system since fights are 1 on 1 with tagging.
one of the coolest things I've learned from the forums is the ability to give yourself a hitbox. I have a move you can do on the fields. shoulder tackle. thanks to the forums, that tackle triggers self A switches on some events. NPC's and the environment now react to the tackle. awesome.
it took the entire day BUT, I now have it where it's one on one fights, but you and the enemy can tag in and out like certain fighting games... on the player's end this leads to interesting combos. Use one character to stun, another to lift the enemy airborne, and another to finish the combo.
all of my main character's (Mike) moves are named after different video game music tracks. his ultimate move is named after one of Titan's themes from Final Fantasy 14, "Weight of a Whisper"... which is also why I used this animation to finish the move.