This post is mainly about the HUD and the In Depth Stats Menu.In today’s video, you will see the current progress on the heads up display as well as the stats menu, when toggled.
The menu is split into four sections.
The heads up display section is the part that’s available to the player as he hovers on units. He will have access to these information at a glance.
- Name and Portrait
- Class, Level, Experience Points and Health Points
- Equipped weapon
- Skills (Prodigy doubles Weapon Exp gained)
- AI (for enemy units)
When the player clicks on Z (or Left Bumper on an Xbox controller), the ‘In-Depth Menu’ pops out, which is split into 3 sections.
Stats and Caps
This section is pretty straight forward as it shows visually the unit’s statistics as well as their potential in their current class. When a unit reaches its caps, it will be indicated.
The inventory itself is split into two sections : Weapons and Items. Each unit can hold up to 3 weapons and 3 items. Only one item and one weapon can be equipped at a time.
If an Item has limited uses, it will be indicated by the current amount of uses left.
Right now, the icon is a placeholder, but the black square will become an icon representing the weapon type. As I mentioned in an earlier post, there are 9 weapon types.
- Elemental Magic
- Dark Magic
- Light Magic
Weapons will not break and weapon rank will serve as a way to access more specialized weapons, not necessarily stronger weapons. However, legendary weapons are only usable by units who reached an S rank in the weapon type and they will give a massive offensive and/or defensive boost, depending on the weapon.
Lastly, the project actually has a name now! It will be called Wicked Nights : Holy Knights as it fits with the story I want to convey as well as my love for cheesy puns.
Next time, I’ll finish the combat system. The RNG portion of the fight is done, but I felt like it wasn’t flashy enough to deserve a post of its own. I’ll show it when it gets to actual battle results and enemy AI.
Have a nice one !