I’m developing a general-training game where players do not participate directly in battles but instead recruit teammates to fight.
I’ve broken down the system’s default menu, extracting individual functions because the default menu is unfriendly and has too many layers. It needs to be streamlined.
I designed the quest interface myself. By dynamically adding and removing entries, players can view current quests more logically. Since there’s no database, I’m using RPGMaker’s event system to handle dynamic additions.
Generally looks good. Assuming by the screen aspect ratio I assume this is for mobile. Thus I think this suits it more, as it removes the need of opening one extra menu.
There’s other interactions that I’d suppose could be streamlined too, or use the available space a bit better, like not having to select a character to open their status screen, instead have the list of party members and the current selection visible at the same time.
Of course, this game is designed entirely for portrait mode, much like some idle games on the Google Play Store. It features full portrait orientation and automatic combat.
I’ve adapted two control schemes: keyboard controls and portrait-mode controls.
It works smoothly on PC, Android, Web, and even older feature phones with physical keypads.
It’s especially well-suited for devices like the Japanese-style Mive2 phone, making the gameplay experience very comfortable
Team functionality now includes adjustable active roster size
The maximum active roster is set to 4. Since the battle layout only accommodates four characters, inactive characters are dimmed, which looks great. You can now adjust the active characters and their number as needed. I am very satisfied with this feature. I plan to design at least 10 or even 20 teammates for this game, so adjusting the active roster size is crucial.