I'm going back to work on this, starting with a completely redone battle system. The way I designed it was to work by itself before I knew how to code all my planned features, and when I finally did add them, they were little more than add-ons and did not function well. I'll be starting with redesigning the HUD, which will no longer display ASCII graphics for the player and monster, as ASCII graphics were not fit for a 21x7 homescreen and took way too much space up in the HUD.
Are you saying instead of ASCII it'll be graphical?
merthsoft wrote:
Are you saying instead of ASCII it'll be graphical?

No, I'm saying that the battle screen will have NO graphics, they take up too much space.

I've been working on it today.

The HUD is nearly done, if I could find my cable I would provide screenshots.

Changes from the old battlesystem HUD are mainly placement and the removal of graphics. Everything has a nice ASCII border now, and it makes everything look much better.

Major changes include:
-Items and Magic are now separated into 3~4 subcategories, effectively multiplying the amount of items and magic I can have by the number of new categories. Items are now separated into 4 subcategories, allowing me to have 68 items as compared to the previous 17.
-Enemy can receive status effects.
-Some enemies and magic now have elements. Enemy elements weaken magic of the same element, but strengthen other elements.
-Only four statuses can be accumulated at once, conflicting statuses will either negate eachother, or give way to the stronger of the two.
-Statuses separated into 4 categories; 1 beneficial, 2 harmful, and 1 Misc.

-(SCRAPPED) Added stamina stat, auto-regenerates over time, required to perform melee attacks. Scrapped because it interfered with the GUI scheme.
-(SCRAPPED) Melee attacks separated into various attacks. Scrapped because it depended on the stamina stat, and also because I didn't like the thought of having ultra generic melee attacks.

-Enemy HP bar display code reworked, now only requires 4 simple lines of code as opposed to the previous 12 GIANT-ARSE lines.
Hooray for progress! Very Happy
  
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