So what I have completed so far is the menu interface buttons. Well, the ones for choosing categories. These buttons are, from first in the photos to last in the photos:
Stats. You know how a stats button works, it's the same here. There's a couple of subcategories that will get their own buttons, but they're not designed yet. These are:
Basic stats. They're things like your HP, EXP, LV, ATK, DEF, and GOLD.
Equipment. This is where you can see what you have equipped and what the bonuses they give you are easily.
Inventory. You can access your inventory from here. It's an inventory like any other, but there are some subcategories here as well. Once again, the buttons for these aren't designed.
General Inventory. This is anything that doesn't fit in other categories. Food, things like Dog Residue in the original game, and other similar things.
Equipment. This stuff is what you can put on. It's very self-explanatory.
KEY. Important items that are used somewhere. Stuff you don't want to drop or lose. Useful tab. I think like the tab in Deltarune? Hopefully.
Phone. It's basically the same as the phone tab from before. It also has the ability to read texts and "text" people. Sorry, texting uses the same rules as the actual call function, which is specific bits of dialogue.
Notebook. It's like most book features in games, but also lets you read worldbuilding writings (think the carvings from Waterfall) without going back to their location.
Memories. It lets you rewatch memories you've already encountered and experienced.
People. Gives you info about the Fallen Humans before. Because they deserve to be characters as well and I want them to have stories and pasts.
Collection. Important items that are really important for what they tell you about someone else. These items don't have a use, though.
Quests. Optional side-quests you can be given by people in the world. It's a bit of fun. Mostly here so people who can't remember things like that can still do them.



















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