User:Dilsency/Svea/Artifice/Gameplay/Field

=Current=

Comments

 * Party members make dialogue during the field, automatically.
 * There is also a "Dialogue" button that forces this.


 * The priority list goes:
 * Current event.
 * Such as pressing a lever causes a door to open.
 * Also barely surviving a challenging battle.
 * Quickly removed from the list as the player progresses.
 * Current quest.
 * Any empty space within a quest's area.
 * Used once automatically (each time the quest is revisited, if the quest is reactivated or the player turns off the game), but can be used anytime manually.
 * Current stage in main quest.
 * Used when the player is outside a side quests's area, or when there is no side quest at all.
 * Can have alternate versions depending on if a side quest is actually active.
 * "Just remember that we still have to meet at the Conclave."
 * Idle banter.
 * Can be used anytime.


 * All of the above may still have if-clauses that determine whether or not they activate, and how (such as requiring certain party members, etc.).

Inter-Battle

 * Between battles, in the field, the following happens (per time unit):
 * HP regenerates. Increases the higher the Hunger bar, 0 if empty.
 * SP regenerates. Increases the higher the Hunger bar, 0 if empty.
 * Hyper depletes. Decrease is slower the higher the Hunger bar, instant if empty.
 * Buffs depletes. Decrease is slower the higher the Hunger bar, instant if empty.
 * Debuffs depletes. Decrease is higher the higher the Hunger bar, 0 if empty.

Treasure

 * Minor treasure are generated randomly for each area.
 * ...but not as spread out and vital as Xenoblade's dumb collectables

Dialogue Wheel

 * The icon displays the person speaking
 * Holding over a dialogue option changes the icon to something relating to the response
 * Dialogue options can have an impact on relationships, primarily with the person speaking

Specific Enemy Rate

 * After defeating an enemy at least once, it appears in the Area menu
 * There, it is accompanied by a slider that is naturally centered
 * The player can drag it to either side to either decrease or increase its chances of appearing in formations
 * Min is a 0.5 multiplier, max is a 2.0
 * As this can be done with every enemy in the presence, the player has much more control when farming

Respec

 * Once in a town, the player can find a surgeon
 * They allow the player to remove any purchased stat, grade or ability and regain the spent EXP
 * However, the higher the EXP cost of each removed item, the higher the resulting Gold cost
 * In the same respec menu, the player may level up as usual, before confirming any selection

=Pending=

Mother Base

 * Recruit people to join the mother base (except with any other name).


 * Here is where dialogue with allies and cutscenes of relationship take place, mostly.


 * Recruits can be assigned.
 * The different types "restock" on things.
 * Trainers:
 * Has the same effect as acquiring multiples of one ability. Every ability in that category gets boosted.
 * Alternatively:
 * Generates abilities.
 * Alchemists:
 * Generates battle items.
 * Hunters:
 * Generates food.
 * The better leveled, the better results.


 * If recruiting via Stamina-kill, then.
 * Humans.
 * Generates abilities &/ items.
 * Monsters.
 * Generates food &/ items.
 * Maybe give each type a generation factor or something? Some monsters may generate abilities as well?
 * Keep it simple though.

Trust

 * The game keeps track of the choices of the player, especially the opinions they hold.
 * If the player chooses conflicting opinions later on, in order to gain favour, they lose trustworthiness.
 * Dialogue options with conflicts are highlighted. The player is motivated to keep true.

Personality

 * The player can alter their personality, which will affect dialogue but not options
 * Pending: Alter throughout the game or only once in the beginning?
 * Important to note is that it might not change dialogues at all


 * Consists of multiple bars with levels
 * Humorous - Serious
 * Humorous characters try to diffuse situation with comedy
 * Serious characters seldom make jokes
 * Kind - Stoic(?)
 * Kind characters vocally show their affection for others
 * Stoic characters do not
 * Confident - Shy
 * Confident characters have no problem speaking their mind or their desires
 * Shy characters tend not to


 * Default is
 * Mostly humorous
 * Kind
 * 50-50 shy-confident


 * Whilst only Svea can be altered, others are displayed

Separate Speakers

 * Can switch speaker at any time by pressing the face.

Mood

 * A bar underneath that lets you set emotion/mood, from
 * Diplomatic
 * Humorous
 * Direct
 * Does not affect outcome, but affects reactions

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Relationship Impact w/ Emotion Slider
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