Tsuki no Sakura
Tsuki no Sakura - .02
Lysander Daringer (lysander)
The summary pretty much says it all. The idea is to make a JRPG-style game in similar fashion to the older Final Fantasy titles, but with a slightly more complicated active-time-battle type of combat system that includes the ability to use 'combination attacks'. The game is hardly the most unique venture in the world, but building it from scratch is proving to be challenging to say the least. I currently have no idea at all about what kind of story the game will have, as I'm still far too busy with trying to get the systems programmed.
I only have two more goals to reach before I have all of the game systems worked out well enough to move into private production for content- the combat system and more complicated event handling for story/quest events. If anyone is capable and interested in doing pixel art for future revenue share, send me a portfolio link if you have one. It won't be long now until I reach the content-production stage (at this rate anyways).
Added in the skills system though the output is still a little iffy. Reworked the stats and equip systems to use dicts of dicts instead of attributes of dicts (makes it easier to pass variables around and not have to explicitly state dict keys in every function call). Since learn-able skills are 'equip-able item'-specific, and not 'quite' character specific, I'm debating whether the skill data should be stored in the skills class. For now, all future possible skills per character are initiated at game start and stored in a dict. The dict their stored in changes over the course of the game, as characters gain levels and skill points, from 'available' to 'learnable' (as they hit the level req) to 'learned' (incorrect weapon equipped) to 'useable' (correct weapon equipped). The magic system works by being added to the character profile one at a time throughout gameplay, which will work since the magic is actually obtained through items (not yet implemented) and not simply through character experience. For that reason, magic is a direct subset of the magic class and can be called as such, but skills need to be called a per-character basis. I'm uncertain of which path is best, so I'm keeping it as it is until I get further into development.
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