Tails of Krystal
Posted: Thu Aug 21, 2014 7:46 am
I started a poll a little while ago about what type of game Krystal should be in next. The answer so far, by over 50% since the beginning, is an RPG Combat Style [EXP+Stat System] type game. Thus, I'm starting project Tails of Krystal. The combat system will be similar to final fantasy 12 and tales of series. Each character has a charge bar that fills up over time and can only perform actions when it's full. Each character and enemies will also have two additional bars, a health and stamina bar. Health and Stamina will play a key roll in how you play the game. This is an H-Game so I'll let your imagination do the rest =).
Edit [9-1-14]:
The poll has been completed and an RPG style game received the highest votes.
Here's a sample of what the battles will look like.
Sample Description:
Blue characters are the your party members, red are the enemies. Clicking on a blue character will make it the focus character. Once it's focused, you can click on the H. Attack (or S. Attack) and then on an enemy to start attacking. The reset button resets the fight.
update [9-1-14]:{
I've been focusing on structuring the battle files and getting them ready for skills since my last update. I'll be able to enter my optimization phase after I create a skill animation.
*New Features
..Unit AI's are now in place and setup to have different AI's for each unit type. The current AI for every unit is a randomized auto attack setting. Each unit will randomly select an opposing unit to attack whenever it doesn't have a valid target.
..Added a way to select a target by clicking on their respective health bars. This helps to respond to heavy attacks quicker and makes it easier to select a unit during animations.
..The defense button works now.
*Current features that don't work
..Run Button
..Skill Button
..Unit Movement to a specific spot on the battlefield w/o targets
*Notes
..The game battles may run a little sluggish since I'm still getting to know as3 limitations and how the language works.
..The sample can be used to test some decision making skills. It can be a bit fun to see if you can keep all your characters alive during the fight.
} [9-1-14]
I can't promise a quick response to your messages but I can promise the game will be completed.
~Imp
Edit [9-1-14]:
The poll has been completed and an RPG style game received the highest votes.
Here's a sample of what the battles will look like.
Sample Description:
Blue characters are the your party members, red are the enemies. Clicking on a blue character will make it the focus character. Once it's focused, you can click on the H. Attack (or S. Attack) and then on an enemy to start attacking. The reset button resets the fight.
update [9-1-14]:{
I've been focusing on structuring the battle files and getting them ready for skills since my last update. I'll be able to enter my optimization phase after I create a skill animation.
*New Features
..Unit AI's are now in place and setup to have different AI's for each unit type. The current AI for every unit is a randomized auto attack setting. Each unit will randomly select an opposing unit to attack whenever it doesn't have a valid target.
..Added a way to select a target by clicking on their respective health bars. This helps to respond to heavy attacks quicker and makes it easier to select a unit during animations.
..The defense button works now.
*Current features that don't work
..Run Button
..Skill Button
..Unit Movement to a specific spot on the battlefield w/o targets
*Notes
..The game battles may run a little sluggish since I'm still getting to know as3 limitations and how the language works.
..The sample can be used to test some decision making skills. It can be a bit fun to see if you can keep all your characters alive during the fight.
} [9-1-14]
I can't promise a quick response to your messages but I can promise the game will be completed.
~Imp