Well... I was going to reply much earlier, but lots of issues irl popped up. Hell, I was in the middle of typing a reply last night but then **** hit the fan and well... long story short, dementia really, really, really sucks. Anywho, I'll just continue the reply I had pretyped:
@Punamaagi Ah thank you for your interest! I'm really glad you like her design, I had to redo her a few times to get the right feel I wanted from her. Unfortunately, she is only a side character in this game but should things pan out successfully, I actually have plans to make her the leading character in a sequel if I get to one. I wanted to make this an RPG where the heroes that are saving the day are not always together, or rather, I'm trying to establish multiple heroic parties exist. Since we've all seen those settings where there is a world of heroes, magic and technology and only four can save it.
As for the elemental stuff, yeah I plan on having tutorials and npc reminders that state what does what. I'll most likely throw in a key item book that explains what every State and Element essentially does. Looking at my charts... I got a total of 48 elements and states combined, about 11 elements then 20 bad states and 17 good states. So I don't expect people to really remember what each thing does specifically. Also the elements and states will all be introduced slowly, such that I only have two elements and about three states appear in chapter 1 of the game, but in chapter 2 more elements are introduced as well as a decent amount of bad and good states. I made an icon set specifically for my states and I made items essentially clear all the most of the bad states in one use.
I also got to make sure the skill descriptions give enough flavor text and information about what they do. But character limits, augh.... I'll have to search around to see if maybe I can get a skill description extender that works with the battle huds I am using. Otherwise, I could always make a codex players can refer to.
@ksjp17 I always value your opinion, I think I'm happy to see that you like my distinction. As for battles, they were pretty tricky to get the dialogue working at first. In the ATB system, it has an issue where it crashes if I don't have the dialogue box wait 30 frames before opening up a new dialogue box. Essentially the ATB timer will stop flowing completely and the entire battle freezes. What sucks is that I can't even force player character actions without breaking the system... so it's quite limited and a pretty shoddy work around, but it will due for now. If I can find a battle system that is more similar to Hero System tabletop turn rules or something like Final Fantasy X turn style, I might swap over immediately.
Hrm, as of right now bosses die to fast, I'll need to see if I can make it more cinematic, I'll play around with the system. Also, I noticed some skill failures that causes a game crash in some battles, I am not sure what the cause it, but it is pretty rare. I am thinking it might be when two characters act at the same time or too many animations occur at once, so it's likely on the ATB side or the Victor's Animated Battlers side.
@skatasticdinoboy I haven't seen the original yet, but that sprite looks pretty good!
In terms of progress, I'll go through my thought process:
I started to chart out the skill system more and came up with conceptual ideas as I balance out the states and elements in classes. So for instance I decided to flavor the Warlock class around Otherworldly magics, and balanced them with Shadow and Chaos as an element type. Chaos being my element that mostly is non-resistant by any monster and Shadow being based around Eldritch Horror stuff. After charting out all my elements and states for my Mage character (the Warlock is a subclass for the Mage character), I placed on a lot of "Hex" based States flavorfully based on essentially breaking the mind of a target. Also I noticed the Slashing element was lacking in which classes could use it... so I decided to let the Warlock use it, because why not? After that was settled, I just decided to come up with as many cool or more unique sounding skill names as possible related to the States and Elements I had. And with the Warlock in particular, the class gets these skills:
Spells [TP Based]:
Reality Slash [Slashing Element, High Raw Damage, one target]
Nether Darts [Shadow Element, Horror Mark state low chance, random 3 enemies]
Flail of Anguish [Shadow Element, No Guard state high chance, one target]
Eldritch Blast [Chaos Element, Glass Armor state high chance, one target]
Void Memories [Chaos Element, Mind Break state moderate chance, one target]
Utility Spells:
Tainted Armor [Target Self, Parameters MDef +1 PDef +1, HP Regen State]
Nightmare Catalyst [Target All AoE, Sleep state, Horror Mark state]
Abyssal Sight [Target Ally, Target Hit Rate Up, Crit Rate Up, Remove Blind State]
Now I just need to put them in the game file... after I build the rest of the database.
I also decided there were not going to be any "Fire 1, Fire 2, Blizzard, Blizzaga" skills in my game. So many of the Spells in particular should scale better based on level and should never become obsolete or useless. As such, with the way I have my stats scale, I made the forumula for base spells deal damage equal to 4*a.level+4*a.mat-2*b.mdf. And this interestingly, with my stat system, made it so that on average, spells deal roughly 20% more damage than if they use a regular attack action. So... I think I'll use level scaling for more skills. But... let's see, I have 4 main classes that get about 5 combat skills each, then each gets 4 subclasses that get 8 skills each... meaning I got like 148 skills or so to make? But I also got special snowflake skills to make for one-shot party members (IE Fortune), some monsters (IE A Basilisk Gaze) and bosses... so I am aiming for around 200 skills in my game.
Finally, I got around the redoing some of the lore of the world and mapping out the races and other things. At the very least coming up with brief descriptions of characters, races, regions, etc... so I can elaborate on them further when the time comes.