Update # 4 for October.
All & all this month was worked out fairly well. I didn't get as much done as I wanted on my enemies & lore pages, but anything less than completion was going to be less than what I wanted.
I finally got around to experimenting with two test of concepts that I had been debating for a few months, but hadn't taken the time to try out until now. Namely, I wanted to try a different potential set up for battlers & battlebacks. Personally I like side view setup because it makes the battles seem more active, but I REALLY don't like the chibi style battlers created by the generator, when set against the drastically different styles of the battlers I use.
So, since I was already using visual encounters I decided I would try using modified version of the walking sprites as side view battlers instead, & build sprite sheets with those, to create a more animated enemy, that was closer in visual style to the side view characters created by the generators. & then to compliment that, use the tilesets I've built by combining default assets, DLCs, as well as some personal modifications to build battlebacks that more directly correspond to the terrain the player is on; without causing the usual problems direct battler sprite overlays of whatever happened to be on the screen at the moment.
The results? Honestly, it was rather disappointing. I was hoping to replace the more clean aesthetic but static style of the forward facing battle system I am currently using, with a more dynamic & retro style side view battling, more akin to say some of the old Heroes of Might & Magic games. However, unless I actually build legitimate battler sprites, rather than sprite sheets built from modified walking sprites, it just doesn't come together like I want.
So making those, will have to be something that is the focus of the sequel's development, & I'll just have to move forward with what I have currently.
& I didn't start working on skill & troop common events to add AI complexity, because right now I am working on my animals & monsters. Those are going to be more applicable to humans, demi-humans, & undead. I am hoping to make fighting humans, demi-humans, & undead feel different than fighting monsters & animals. With the former feeling weaker but more tactical, & the later feeling less cunning & more "brute force" in their methods.
Mostly, I just want to make the AI feel, "smarter", for lack of a better word. To have groups work in tandem to amplify each others abilities, & to exploit player vulnerabilities. Somehow, I just know this is going to end up making balancing that much harder, because I am going to end up making something be in extreme need of nerfing.
Item 1) Build the enchantment system for Weapon & Armor customization. COMPLETED.
a) Add enchantment components to random loot generation system, by populating the components that will provide runes & glyphs. COMPLETED.
b) Update shop inventory system, by setting up the inventory for my enchanters, & adding a limited selection of runes & glyphs to "general merchants". COMPLETED.
c) Create icons for Runes & Glyphs, add to updated iconset, integrate into database. COMPLETED.
Item 2) Rebalance Enemy parameter curves in accordance with new player character rebalances. W.I.P.
Item 3) Begin creation of skill integrated & Troop based AI common events, for enhanced tactical operations by enemy warbands.
Item 4) Test of concept, battleback construction via map image from corresponding tileset. COMPLETED.
Item 5) Test of concept, alternate battler composition, SVA sprites & modified visual encounter sprites. COMPLETED.
Item 6) Further develop IP lore pages, on various topics. W.I.P.