This standalone editor allows us to setup skill and spell animations frame by frame and control all the visual and audio effects that happen to the target of the spell. Such as having the target shake when taking damage, or get smashed and flash.
The animation editor will support particle effects, playing any number of sound effects, and either manually controlling the placement of each animation frame, or using the tweening options to save time.
In the screen shot above of the program you see the lake serpent monster, which is a stand in for the target for the spell I am testing. And I am telling it to show the spell animation effect image 1 on frame 3, and scale it to be twice the size. Also I have set it to change the serpent to be offset hue 60% to the right (think of a sliding hue bar). And I have also set the map behind the serpent to be tinted a light blue color.
The different options you have to control a spell animation can be added without writing a line of code. I have created a mouse-based command selector and the property editor for each command outlines the options without having to reference any documentation.
In this screen shot you can see the various commands that will be available to use to control different spell animations.
Actually previewing the animation is still to come, and when that is complete we will have some GIF previews I am sure (and some youtube videos)! Check back soon!
To start off the development on the battle system I am releasing this teaser! Which show cases the in-game battle transition effect, which was achieved by taking a screenshot of the map (in-game) and adding a convolution filter and a blur filter on the x-axis. I think it turned out pretty good! What do you think?
Be sure to follow me on social media to stay up to date with my daily progress of this 2D retro JRPG, turn-based side-view battle system development!!
Over the last several days I have been hard at work creating and wrapping up the Skill Menu. And today I am proud to announce that it is complete.
The Skill Menu is the place where you manage your skills, spells and auras. You do this by equipping different crystals and by doing so you harness the magic contained within the crystal. Each crystal contains several abilities. As you use the crystal and rank it up, even more abilities will be unlocked.
You may only equip a certain number of crystals at once. But you are freely able to swap between them out of combat. This adds a few key decisions you must face: Which crystals do you level up first? and Which crystals will be the most helpful and should you bring into each battle? Thankfully, the first skill on every crystal, which you have access to it immediately, is a decent damage ability in that crystal’s school of magic. So even if you don’t level the crystal, you will still be able to deal the damage of that school.
Once you are done managing and equipping your crystals, you then can easily review all the skills that they will let you harness in battle. If any of these skills could be cast “out of combat” you would also be able to cast it here, such as a healing ability.
The last thing you will want to do before you are done managing your skills is to make sure you bring some Auras into battle. An Aura is a special ability that you can use even when its not your turn, allowing you to react during your enemy’s turn, or help your allies during their turns. Each crystal may have one or more Auras, but you may only bring a limited number of Auras into battle. You can easily switch between which Auras “out of combat” and this is another strategic decision you must face. As you level up you will be able to bring more Auras into battle at once.
The Skill Menu is another key step that is now complete, and a step in the direction of the Battle System being implemented into the game. The only steps that are left that are standing between us and implementing the Battle System are the Encounter System and the Monster Editor. More progress soon on those: Stay tuned!