You can blame displaying Nero’s second attack for why I am still on 3 maps.
It’s been a while but I’ve been really busy first with work then with personal life but I have worked on Kinetic Cipher. Like anyone who has made a game, the last 10% of something seems to take as long as the first 90%. Displaying the second attack for the dual wielders (and using the correct hand) took a silly length of time to implement. Speaking of things taking a silly length of time, getting the turn order display (not pictured) to work and display both the current and next turn is also taking a silly amount of time – I should really just ignore animating it for the time being.
As for the rest of the battle system, it has come along nicely. Everyone takes their turns individually and you can pass to take your turn later in the turn. I haven’t yet finished the experiment with agility giving you additional turns as I’m working on the turn order display first. I think as much as I loved the icons for stats in Kinetic Cipher, it’s only going to give me headaches going forward, I’m going to try and retain them for HP/MPs being as the battle sprites have some cool animations for stats involving them but as you can see in the screenshots, the MP symbol didn’t work and honestly I’m not sure why, I got it from the character map of the exact font that is being used.
At least the battle system is beginning to feel almost complete.
It’ll probably be a while before the next dev blog as RMN is having a five week contest but after that it’ll probably be time for release something to come around and I’m hoping I’ll be able to use Kinetic Cipher for that, assuming I move from coding systems to actually making content.