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 Dialogue and Battle Interfaces

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MobilePlus



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Join date : 2014-03-12

PostSubject: Dialogue and Battle Interfaces   Mon Mar 17, 2014 12:00 pm

Thread moved :^)


Last edited by MobilePlus on Mon Mar 17, 2014 12:50 pm; edited 1 time in total
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Clown



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Join date : 2014-03-11

PostSubject: Re: Dialogue and Battle Interfaces   Mon Mar 17, 2014 12:03 pm

Simple, clean. Would work pretty well.

The only problem is the obvious lack of sprites at this moment.

But, yes, I like it.
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Triptune
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PostSubject: Re: Dialogue and Battle Interfaces   Mon Mar 17, 2014 12:44 pm

I can only say 3 words:

Dem Battle chars.
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M_O

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PostSubject: Re: Dialogue and Battle Interfaces   Mon Mar 17, 2014 2:57 pm

In battles, use a Pokemon setup. Big party sprites in bottom left (turned back to camera), smaller monster sprites in the top right. Monster parties could go up to 6 members, e.g. two rows of three (think Suikoden). Back row is unassailable as long as on the spot in front of it (and maybe also diagonally related spots - maybe if they're occupied by relatively large monsters?) there's a monster. Of course, missile weapons and ranged spells circumvent that and can attack anybody. There may or may not be a damage penalty for that, I vote no.
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