There's 7 main areas in the game that are all connected. This train get's you from an underground lab to the center of someone's subconscious. inside the train you can talk to some of the passengers. but going to the top of it, there's battles.
I got inspired by Odin Sphere and beat em ups to where only certain maps in an area will have battles. So to let you know when that's about to happen, you'll get this warning of sorts. They'll usually be 2-4 fights in a room you'll have to clear to proceed.
here is what's known as Escape Space... for the main character Mike, that space is the old apartment buildings he grew up. dive into your subconscious should you need to talk to friends, save, or just take a break...
New area in the game being worked on called Lab 5. It's a building belonging to the main antagonist group of the game, W.A.V.E (We are Vitally Enough)... the boxes and belt even move thanks to parallax/layers.
sometimes all you need is a custom background for a window to make it stand out compared to the window skin. I drew some for all the windows in Yanfly's victory aftermath plugin. it helps knowing the names of said windows.
I was today years old where I realized just the word user was enough with some lunatic coding... basically said if user isn't the party leader, add a state. since combat is one on one, now your reserve members regen HP/MP while waiting.
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.
part of the common event help menu I'm working on. I used Yanfly's Common Event Menu to set it up and here's a screen of once you've selected one of the options. This one explains the 6 different battle commands.