QUOTE (Amy Pond @ Aug 18 2012, 06:12 AM)
Or, perhaps, you can still get damaged, and the next battle you go into you have those damaged stats, but are still healed after the battle. This helps people who are poisoned by traps but don't have a poison curer - they can just enter a battle, endure it, win it, and come out without poison.
Eh, it could work that way too- i guess i'll think about it. Though in FF13 they remove the HP bar altogether and simply displays the character's max HP only at the menu; then again, it could be nice to try something different.
And i do agree about the getting caught thing, especially when there's no way out other than purely using potions as the battles end up as "attack until HP/MP low, then use potions." ..And you run out of potions.
That looks interesting.. i'll take a look at the demo in a bit.
i do plan to take my time and ensure little/nothing is rushed. though i might not have a lot of time daily, there's no set deadline either. it'll require hours of reading articles on good design.. xD
for HP/MP increase, just a note; i don't really want to increase it exponentially by the end of the game; since i had the idea of various "EX modes/forms" type of thing which increases stats. it could vary more with the monsters, but there won't be endgame bunnies with more health than the first boss for example.
Though yeah, the menu will display the character's HP.
..on a side note, still need those mech drawings? c:
So yeah, i haven't decided on the HP traps, though, the "traps trigger an event" idea sounds good to me.