User:Dilsency/Svea/Artifice/Design

=Current=

Human

 * No non-human characteristics.
 * Unless because of the effects of their abils.

=Pending=

Optional Gameplay: Main Character only or Any

 * For any non-mandatory plot or the like:
 * Allow the player to use any character?
 * But choosing a character to walk around with and omitting the main character should already be a thing.
 * So more specifically:
 * Allow the plot to work with the other character as well?
 * Might have to change a lot of dialogue to work, which is why it is pending.


 * Though, there is a plot reason for Svea to do side quests.
 * She is the ambassador of Svedania, and is trying to gain favor and reputation for her land.
 * Allies doing stuff wouldn't help with that.
 * Unless they mention her somehow?
 * Or Svea always says the final line?
 * Idk.
 * Can just be a plot != gameplay thing.

Generic: Dynamic Dialogue

 * 1 for each personality type, if required.
 * Positive
 * Stoic
 * These are then used for both the main character and allies.
 * For dialogue where each person matters, this is changed.
 * Ooor, for those cases just use the ally in the dialogue?


 * Otherwise, just swap names and genders.

Not Always Dialogue Wheel?

 * The player doesn't need to be able to deny side quests?


 * The player doesn't need to press the button to continue talking, if that's the 1 button available?

Not Dialogue Wheel, Emotion Wheel?

 * The player doesn't need to know the specific dialogue that's going to be said.
 * The character's reactions are already pre-written, regardless.


 * Instead, always have the same options for every dialogue choice, but alter the results?
 * Maaybe add some special ones depending.
 * The options are represented by icons.


 * The options are primarily emotions, some are actions.
 * Kindness.
 * Humorous.
 * Violence.
 * Violence.

Not Show Party Approval?

 * If the player knows how it affects them, they'll try to do those instead of how they think they should act?

Spoiler Levels (to be used on articles)

 * Level 0
 * Literally the name of the game; 0 spoilability and thus no tag needed


 * Level 1
 * Spoils the intro


 * Level 2
 * Spoils up until or just the first segment of the game; the tutorial segment


 * Level 3
 * Spoils up until or just the first part of the game


 * Level 4
 * Spoils up until or just the middle part of the game


 * Level 5
 * Spoils up until or just the latter part of the game


 * Level 6
 * Spoils up until or just the ending of the game


 * Level MAX+1
 * Spoilers for even those that have completed the game; information added post-game (for example by comments from the author)

Terminology

 * Battlefield
 * Battle, In-Battle
 * Field
 * Overworld (has a connotation to a World Map rather than just out-of battle)
 * Exploration

Battle Cards

 * Each unit has a card displaying
 * HP
 * MaxHP
 * SP
 * MaxSP
 * Name
 * Playable characters additionally has a bar displaying
 * Hyperactive
 * Enemies additionally has bar(s) displaying
 * Breaks


 * The position of each card corresponds their position on the grid


 * Selecting a battle card in-battle lets you see the full information on the unit, friend or foe

Responsiveness

 * As events occur in-battle, the affected cards show the changes
 * For example, dealing damage to a foe will clear out the info on the card as of current
 * Then it will display the damage dealt and underneath the HP bar depleting with the amount
 * It will then revert back to normal after the event/effects have passed
 * Dealing breakage to a foe will display the current break status increasing
 * Inflicting a status will display the status increasing, and underneath possibly the altered stat(s)


 * For multiple events/effects, the card will show each one at a time, but in a quicker pace

Quotes

 * Characters comment in-battle situationally
 * Relationships between characters are a factor
 * Quotes are only spoken once per battle, with a random chance, and/or with a cooldown, so not to be repetitive
 * Multiple quotes may be applicable for one situation, then a random one is chosen
 * More specific ones will override others however

NPC

 * Fewer-than-average NPCs, but all have names and quest involvement
 * They tend to move around certain areas, and some even switch "maps" within their city or location
 * This is usually based on the time of day
 * When having nothing more (the player must have spoken with them before) interesting (notes or quests) to say, a symbol above them tells the player this
 * Otherwise nothing for more notes/not spoken to, or a [!] for questing

Battle
https://i.imgur.com/e3DZJun.png

https://i.cubeupload.com/nAtUMg.png

https://cubeupload.com/im/nAtUMg.png


 * Q.
 * Why show Time in this manner when Fighters can get multiple turns?
 * It is not represented, wouldn't this display be confusing?
 * Instead, simply show the current TP (Debt), and how many "ticks" are required to get there?
 * No real need to show Speed, that can be done in the info screen.

Field
https://i.imgur.com/jviJygu.png

https://i.cubeupload.com/8xTOSb.png

https://cubeupload.com/im/8xTOSb.png

Icon + Item (Scrollable to access the rest)
https://i.imgur.com/JGIO737.png

Battle Grid Customization
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Tile Actives
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Leveling Screen (+Stat Screen & Respec Screen)

 * At the side, a display is found, showing the current efficiency of common abilities and occurrences
 * Or maybe just equipped ones?
 * This is updated any time the player increases/decreases an item