I’ve been working on three things lately:
Puzzles, combat, and chases.
Now the combat won’t be in every encounter, just certain ones. And it will show if it’s a combat encounter because there will be a stamina bar. If you get hit, it will show text briefly displaying your current condition (after combat it can be checked from the custom menu). I’ve been having trouble making the system because the ABS systems I’ve found aren’t that good for modifying and I may have to build my own from scratch, or at least change the one I’ve settled on so it will only be active when a certain switch is on.
The puzzles are going to be ranging from easy to difficult and from simple to complex. I’ve been trying to come up with some unique puzzles, and everything you can interact with has some kind of visual cue on or near it. These puzzles usually have a goal of getting past the room, getting an item, or causing something to trigger.
The chase scenes I’ve been working on the most. I’ve been trying to figure out a way I could make a chase that’s difficult but not too difficult, and where the enemy actually chases you around corners and doesn’t run into walls like the default chase movement does. This has been proving a little difficult but I believe I’m making headway.
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