Skip to content
mpetrovic edited this page May 17, 2011 · 8 revisions

Before I forget:

Level up song upgrades manually with DP. This will require an abundance of DP at early levels, so they don't have to choose between no level ups and no diving.

Level up virus upgrades with XP. They have 2 attributes they improve, a major and a minor. Virus progression looks like this then:

Level 1: Level 2: Level 3: Level 4:
Major Major + Major ++ Major +++
Minor Minor +

Vanguards can equip 2 viruses. I need to make sure I don't have any Major/Minor inverses. (Guard/FireDmg and FireDmg/Guard, for instance)

Reyvateils have 2 songs: one red, one blue. They have 4 slots each for song upgrades. The song's animation is dependent on the song upgrades. If there's no upgrade slotted, just use a ball of energy. The primary animation used will be the upgrade activated by the current level. We go backwards from there for secondary and tertiary effects.

Eg. Song has Upgrades A, B, C and D in slots 1, 2, 3 and 4. Release at Level 2 uses B's animation with effects from A. Release at Level 4 uses D's animation with secondary effects from C and tertiary from A and B.

Notes for 2nd game: power shortages. relying on geothermal, which converts poorly into symphonic. need daughter of MC to create new power supply. area is expansive, wasteland. roving gangs of raiders/marauders/something like that. Try for a completely different system. No pausing for target/skill selection.

Clone this wiki locally