Wew lad this is a long one, lets see if I can get through this.
I kept all the folders and stuff because I was exporting without using any of the unused items and stuff from my cluttered regular folder, but the game kept crashing for some reason on this build. There is some file in there that is getting referenced that is important and it's gonna take time to figure it out, so to get it up in time I had to keep everything in there just to make sure it actually loaded.
All the intro stuff is just a mismash of open source pictures and stuff I found and edited together in premiere. So that's why it looks like that. Just a placeholder until I have funds for an artist to animate something nice. Considering how much that's going to cost, It's gonna be a while so I needed to have something in the meantime.
Actually showing things on screen takes different sprites for every animation, so rather than do that, I opted for a narrator. I know it's not for everyone, but it will be very dialogue heavy, and more like a fantasy novel than a game in that one regard.
Bloodied man isn't bloody yet because I'm still commissioning artwork, so it'll be a while before I can afford everything.
All the sprites for the characters are just close approximations I could make with the generator until I can get those commissioned as well.
I didn't do the voice lines, had people volunteer for that. They are placeholders until I rework the entire voice lines system and hire actual voice actors.
CM = class mastery points. They are used to buy abilities.
As for the battle system, it's basically a direct ripoff of octopath traveler. so although it feels overloaded, it's basically just the mechanics from that game, with just all different spells and abilities and such.
Yeah, the menus are pixelated atm, going to work on upscaling the sprites instead of using nearest neighbor.
As for the equip skill option. In the future you will only be able to equip 4 skills to start with, so the skills you unlock on other classes can be placed there. However, in the demo atm, all skills made are open, and you have basically infinite equip slots. Everything in that regard is a work in progress.
The collisions messing up in a few of the starting map is due to being in the middle of switching from grind based collision to collision maps. All but the very few beginning maps have that, and are being changed right now. I've gotten around to everything except those beginning forests and cave parts.
Dang I liked the sword cursor
Yes, a few of the sprites when you enter meriwynne were upscaled using the wrong algorythm so they are blurry, I've gotten around to upscaling around 75% of all the sprites correctly now, and am working on it atm.
The guard and man in merriwynne have no collision, neither do the children. This is intentional.
Yeah, still writing dialogue for npcs, but also holding off on a lot of them because I want to do quest things with them, so going to finish the first part before giving them dialogue.
As for being overloaded with systems, it's really jsut a shield break system with a boost for combat. And unlocking skills with class mastery points gained from combat. It may seem overwhelming at first, but it's really not. Maybe the way it's presented atm seems crazy because everything is unlocked for testing, but the next build for DD I'll have all the locks in place. The programming of how the skills being unlocked is REALLY fucky so I have to have every single skill done in the game and its id exactly to play on every other skill to get an exponentially increasing iteration of CM cost, so I needed to make every skill (which other than ranger is basically done) before I could add all that stuff.
Maybe I can figure out a way to introduce the system in a more lore friendly way rather than just dump it all in a tutorial. Maybe tutorial as you go or something.