GMD, Day 4, march 19th:
Worked on skills, played around with stat boosts to add to said skills and finished up everything that was missing from the parties set of commands that replace the completely useless default guard command that for some reason manages to stay in almost all rpg's the world over even though it is completely and provably useless upwards of 95% of the time, so now everyone has something unique (and more importantly, useful) to do instead of guarding, each of which has at least an interpretation of defensiveness to it to make up for that last 5% that you might find a case to argue that a default guard command served a purpose.
Decided definitively that I'm going to use character portraits for the important dialogue because I like how the scenes look that way, also that outside of important conversations there will just be name boxes without faces, because for some reason I can't explain using faces in none important scene dialogue and then using portraits just looks strange to me. Playtested using the second party members 'enervate' command to absorb enemies and gain stat growth and skills from them, tweaked the events to make it more clear whether it worked or not and to let the player know what stats if any grew. Lastly I frustrated myself with mapping, for some reason right now all I accomplish when I try to map are a few random things scattered about and an hour+ of me starring at the computer monitor and occasionally coming here in between... hopefully I'll feel more like mapping tomorrow because today I just can't seem to do it at all.

Worked on skills, played around with stat boosts to add to said skills and finished up everything that was missing from the parties set of commands that replace the completely useless default guard command that for some reason manages to stay in almost all rpg's the world over even though it is completely and provably useless upwards of 95% of the time, so now everyone has something unique (and more importantly, useful) to do instead of guarding, each of which has at least an interpretation of defensiveness to it to make up for that last 5% that you might find a case to argue that a default guard command served a purpose.
Decided definitively that I'm going to use character portraits for the important dialogue because I like how the scenes look that way, also that outside of important conversations there will just be name boxes without faces, because for some reason I can't explain using faces in none important scene dialogue and then using portraits just looks strange to me. Playtested using the second party members 'enervate' command to absorb enemies and gain stat growth and skills from them, tweaked the events to make it more clear whether it worked or not and to let the player know what stats if any grew. Lastly I frustrated myself with mapping, for some reason right now all I accomplish when I try to map are a few random things scattered about and an hour+ of me starring at the computer monitor and occasionally coming here in between... hopefully I'll feel more like mapping tomorrow because today I just can't seem to do it at all.

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And, the other thing is a behavior for one of my sprites that I mentioned last time.
