Art by Jimmyly
Okay so freely grow clearly won the vote. I'll take that in mind when designing the Soul Evolution System.
My current 2nd draft idea for it at the moment was a sort of traditional level up system. Each character has a 'Rank', and when you win battles, you gain RP, or Rank Points. Once you gain enough RP, your characters will 'Rank Up'. Ranking up will increase a characters Life, PWR, PRY, and KNW each by /20 of their their current value.
What's the twist here? Well there are a few. The first is you can set each character to focus on a certain stat so that upon Rank Up, they gain more in that area. For example, you can set Priel to focus on KNW and then upon Rank Up, Priel will gain KNW equal to /15 it's current value rather than /20.
The second? There is no 'Rank Limit'. You can go past Rank 99 and keep growing your characters as you feel. Though as a limit of the digits I plan on coding it'll technically be Rank 999. But I doubt anyone will get that high...maybe.
The third is that you gain special passive abilities from Ranking Up. for example, at Rank 5 let's say a character will gain an ability to nullify critical hits. At Rank 10, a character will be able to use their Exceed Limit. At Rank 20 Revive Time is cut in half. And then at Rank 30 a character's Finish Burst/Sacred Will is available to use. These aren't exact values, but an example.
That's my plan at least.
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In other news, I've been doing spriting STILL. The amount of spriting that needs to be done seems endless, but I'd rather not think about it and just do it. It feels less like a chore that way. Have some previews.
Updating Gunnar's field sprites. Once I finish that I'll have to make misc field action sprites. Fun.
This one here is special. This is Veili's Ice Demon form. No worries it's not a spoiler. The intro will blow it up quite quickly. It's going to be funny. 8D
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And speaking of Veili's Ice Demon form. Here's the concept art for it.
Art by JIHAUS
That's all from my end. Back to work!
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