Built a basic particle engine. So far, so good.
Instead of creating each particle individually by reading from a save file, the particle engine has built in methods for creating particle effects. All you need to do is fill parameters for, say, texture, color, gravity, position, rate, etc. I'll still be creating files to store the parameters, but this way, I'll be able to create a simple particle animation easily!
Another thing. Even though this appears on a 3d background, the particles do no depth-reading and are drawn on a 2d plane. Which is just what I want, because otherwise you wouldn't see particles below a target's feet. I had planned to create battle sequences "Paper Mario" style, where everyone is lined up on this single plane (although, even Paper Mario had their fighters spaced out a little). So the way the particles are drawn is no problem anyhow.
I also started thinking about how my gameplay for these battle sequences should be. I'm thinking, "away with all these fancy button presses", and focus on strategy. But how will the player be able to strategize?
When I think about strategizing, I'm reminded of the game "Persona 3". Once, I got into a battle and on the first round, all of my party members are dead, except for me, I have only one HP left. I decided not to run away, since that has a chance of failing. Persona 3 had this mechanic where if you hit the enemy with an element that it is weak against, it is stunned and you get an extra turn. Let's call this the "once more" mechanic. Now all of the enemies were weak against lighting, but I only had an attack that hits one enemy with lightning. Luckily, the "once more" mechanic can be repeated. So my battle went:
Initiate
Everyone dies/ I have 1 HP
Hit enemy 1 with thunder
ONCE MORE
Hit enemy 2 with thunder
ONCE MORE
Hit enemy 3 with thunder
ONCE MORE
My enemies aren't dead yet. Finish with a weaker non-elemental attack that hits all
Battle end.
POINTS!!!
Now, I don't want to make battle sequences exactly like this for my game. But what I liked about Persona 3's battles was that I was able to get myself out of a sticky situation fast with whatever I had. Another thing I liked about this game was that status effects and buffs (poison, attack up, etc.) actually had a really good effect on battle compared to other games. Did Persona 3 have fancy attack sequences? No. Battles were simple and to the point. I think the fanciest attack sequences got in that game were when all enemies were stunned and your entire party rushed the enemies in an "all-out attack".
So... strategy. How will players win the battles? In how many ways can the player win the battle? If Plan A doesn't work, how easy is it to fall to plan B? Just how useful are the spells? Or the system altogether? Can the player take advantage of certain situations that would normally play against their favor, or turn the tables on the system? Can the system be abused in the player's favor? Can the player be... "creative"... use their imagination and understanding of the system... in how they will achieve victory?
I'd rather focus on creating a system that the player can work and strategize with, instead of creating a system that tests the player's reflexes and just looks pretty. This decision renders having to make a "Super cinematic attack sequence alpha" editor program pointless, in my opinion. The fanciest I should make my attacks are probably when the player "summons" a being to attack. (I'm thinking every player character will have their own unique 'summon', which levels up alongside them and gains more attacks as the player progresses. How useful a summon can be at any given time depends on player participation in battle [giving/recieving hits, healing and defending allies, etc.])
So this PixelDust program will be THE special effects program for all attacks. After this, I could go straight to making the player/enemy editing programs, and then the actual battle engine much faster.











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