it's wild how versatile action sequences are... I'm able to have a skill do 2 different sequences based whether the enemy is affected by certain states. and with the QTE plugin, I can even setup a parry/counter system on the enemy's attacks.
FINALLY done will all of the main cast's sprites... here's all the main characters and other teams you'll face in the game (Sans secret bosses and whatnot). and thanks to Qsprite, I can use these same SV Battlers on the maps too.
since all my maps are hand drawn... I admit, I super envy those who can make the tileset's work. I'm garbage at mapping, but slightly less bad at just drawing my own areas. plus it's easier to draw my own sprites than edit others to look like my characters.
thanks to a lot of lunatic coding... my game finally has a stun mechanic that I feel really good about. damage enemy's mental psyche (mp), and once empty, hitting with certain attacks trigger combos that can stack the damage.
so I've been following the MEchanics people dislike thread and um... I don't know how to please people with most of my game choices lol. but other's have told me to stick to my guns cause I've got certain design choices I'm really passionate about. just means I'll be alienating those who don't like it. can't please everyone...shrug.
I'm having toooo much fun designing the new MP (Mental Psyche) system. I've only worked it out for enemies so far, but it's fun to stun them, then go after their MP and delete them instead to farm for better item drops.
Whoever decided that the 5th area of Xenoblade 3 had to be THAT big and be explored in the manner it does needs to be shot. My OCD cannot leave a tiny shard of the map hidden and those controls can go right on and f*** themselves. -.-