![]() In the future I might add in more minor RTE's to combat, maybe for pulling off abilities, but this is what we have for the time being. I experimented a little with this in the past in the form of turn-timers (only so much time to choose an action), but hopefully this is more of a step in the right direction. Action timers for each character will fill out in real-time, and once full, you are able to assign an action for that character to perform. With me being the only person working on the game what I can do is limited, but I've decided to convert our current battle system into an Active Time Battle combat system. It might have been smarter to go for more platformy action combat with a sidescroller in the beginning, or to add in some sort of rock-paper-scissors engagement, or anything of the sort. Our battle system that we carried over from GMS has been feeling more and more of a drag and kind of bland to me. Instead of going through the extremely tedious effort of finishing Enchanted Tower's decor, and decorating Bandit Tower, I've instead focused on slightly revamping the battle system. This version marks the addition of Field Princess' rescue, although Bandit Tower still needs decor and a final art pass. Edit: The game is once again too large to append to these posts as an attachment. ![]()
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