For this blog post I will be talking about the languages used in the setting of Innocence Seekers: The Black Rose. No, I’m not talking about the languages in which the stories will be released, but the languages actually used by the characters of the stories. Because Innocence Seekers: The Black Rose is set throughout several planets in the galaxy, it is expected that inhabitants of each nation on each planet will speak different languages. Unlike some lazy writers, who assume that everyone speaks the same language (e.g. the language of the writer), I’ve written the stories such that language plays an important role.
This is my second post detailing my progress in developing the battle system test. So far, I’ve just started creating the battle interface, and I’ve begun the player panel. The player panel is an important part of the battle interface, as it holds the most important information on the state of the party.
Over the past few days, I have been working on the battle system test for Innocence Seekers: Akari of the Light, and this blog post will document my progress up to now. Right now, it’s far from complete; I haven’t even started on actually implementing battles. But I’ve set up the skeleton of what will become the
UnitStats class, which will hold the base and calculated stats of every unit in the final game. So far, the class (which is implemented as a
struct, meaning its members are public by default; I tend to prefer direct access over getter/setter functions and only use private members for members requiring restrictions on modification) has a name field, an ID field (which tells the game what kind of unit it is), level and experience fields, and the base and current stats.
For this post I will talk about the battle system to be used in Innocence Seekers: Akari of the Light. I have opted against a traditional JRPG turn-based battle system, as I don’t like the idea of having to give orders at the start of a turn only for the enemy to potentially go first (and potentially ruin my tactics). I’ve also opted against a real-time battle system, as I find such battle systems harder to program (especially with regards to AI), and I’ve decided not to adopt the ATB battle system from the Final Fantasy series (as I haven’t really seen that battle system outside of Square Enix games). Instead, the battle system will involve giving specific orders to a specific character when that character’s turn comes up, and once the order has been given, the character will immediately act out the order (and since I don’t like delayed action, I will not be implementing spells or techniques which require charging). The turn order will be decided by the characters’ SPD stats, and characters with higher SPD will get more turns than those with lower SPD.
In this blog post, I will mention the families of the playable characters of Innocence Seekers: Akari of the Light. It is important to keep in mind that these girls aren’t fighting alone; they have the support of everyone close to them (I’m not making a grimdark story, you know). As such, I was thinking of mentioning some of the people related to the girls, and how they support or motivate the girls throughout their quest.
Two things to note before you proceed. There will be some details, such as the names of certain characters, or their kanji representations (if applicable), which I have yet to decide. The second thing to note is that there will be spoilers. I haven’t implemented spoiler tags on this blog yet, so you’ll have to make do with this warning.
For this blog post I will mention some of the plans I have for Innocence Seekers: The Black Rose. Because of the scope of the entire saga, it’ll take me a while to finish the story for the entire saga. However, I have some plans for the entire saga, as well as some of its entries, which I will detail here.
A word of warning here. Following this paragraph will be spoilers for the entire saga. So if you do not want to see spoilers, please turn back now (or just don’t click on the post itself).