Alright guys this is gonna be a big chunky update on the Digimon fan game stuff
First up: Title screen! I swear I'll make it prettier later it just needs to function right now. Got saving and loading working, and yeah I couldn't think of any better name than "Digimon Quest" so I guess that's what the game's called now
After showing off the Data Bank and Clothing Shop last time I got a couple other important NPCs with jobs.
Cerberumon runs the Item Bank where you can put inventory items into storage. I might add a way to add more storage but right now it's 100 extra slots which seems like a lot but I always hate it when a game is really stingy on item storage so I might have gone a bit overboard lol
Ganemon runs the Bit Bank which is pretty simple. You can store and withdraw your Bits. That's it.
Bulkmon runs the Training Gym and will exchange a Digimon's Training Points (or TP) for a chance to increase their stats. There's three different difficulties for each stat to train (Attack, Defense, Max HP, and Max SP), with higher difficulties giving bigger stat boosts but are harder to succeed at. As mentioned before if you've played Digimon World 3 it's a lot like the Training Gym there, except you can refund your TP to lose any stat bonuses you've gotten but will get all your TP back to try again. Digimon get 1 TP each time they level up and the higher difficulties require more TP per attempt (1, 5, and 10 respectively). Your Digimon gets three attempts to succeed at the training with a bonus fourth attempt if they succeed all three attempts. Even if they fail an attempt, they'll still get a little stat boost, just not nearly as much as succeeding.
I don't need to show every single training type but just to show a couple examples here's the lowest difficulty for Attack.
...And the highest difficulty for Defense. We chose violence today.
HATCHING! This is the best part right getting more Digimon to use. You need to get a DigiEgg, which is a rare drop from enemies or can sometimes be found in the overworld or as quest rewards, plus a shop where you can buy some eggs, though I haven't decided if it uses Bits or maybe data yet. Each egg requires a certain type and amount of data, and once you have enough all you gotta do is put it into the incubator and hatch your new friend. :D
In this example a BlackAgumon DigiEgg needs Dragon, Devil, and Fire data to hatch.
Digimon also now have a bond level that can be increased by doing things like leveling them up or giving them treats they like. I haven't put in any benefits for a high bond level yet but I've got some ideas. Max bond level is 500.
And since I've got Digivolving working, I added a tab to the Digimon menu to view all of their possible evolutions.
If you want to view more info on an evo and their evos you can just click on the information button. You can also set a default Champion, Ultimate, and Mega level Digimon that will be more easily accessible on the sidebar or from a button press so you don't have to navigate through menus every time you wanna Digivolve.
Unfortunately Ultimates (and Megas) probably won't be available right away since I've got enough artwork to get through with just Rookies and Champions to worry about. The framework is in though.
Quests are implemented! I've still got a couple things to mess around with to make sure I can do different types of quests but yeah. Your quest item inventory doesn't run out of room and doesn't take up your main inventory so you can collect as many quests as you want and you'll always be able to get the right items. The quests here are just a bunch of test quests obviously.
Also got a couple things pertaining to enemies/combat. There's now buffs and debuffs that some attacks can have a chance to apply, like
Agumon's Pepper Breath has a chance of applying a Burn. I've got a few debuff/buff types right now and I can always put more types in if I feel like it's needed for some type of attack.
The debuffs are: Burn (damage over time), Poison (damage over time plus lowered attack & defense), Leech (steals health from the target), Drain (steals SP from the target), Glitch (prevents use of Special Attacks), Weaken (lowers attack), Enfeeble (lowers defense), Stun (prevents movement), and Paralysis (lowers movement speed).
The buffs are: Heal (heals health), Restore (restores SP), Strengthen (raises attack), Bolster (raises defense), Shield (prevents damage), Counter (attacks enemy when attacked), and Speedup (raises movement speed).
If you don't remember all of those you can see what buff/debuff your partner or your enemies have by hovering over them so a little tooltip pops up. You can also see the duration for each buff/debuff.
I can't tell if we're screwed or not.
I also put in a small feature where you can click on an enemy to focus on them and keep their healthbar at the top of the screen. It won't make attacks automatically aim at them or anything but it's nice to see all the info of whatever enemy you want to focus on.
Aaaand I've got a storage system working for extra Digimon you don't want in your party. You can freely swap between party and storage and organize them however you want. I don't have a hard number on how many pages of storage you would get but I'll decide that soon, right now it's only 4 pages. You can probably unlock more somehow. Clicking on a Digimon will also bring up a little info window that doesn't have as much info as the Digimon Menu but it's info you might want to see at a glance for your Digimon in storage.
Oh and I either totally spaced on this last time or hadn't implemented it yet, but I've put in items that can be equipped to your Digimon. Each Digimon can only hold one of each type of item but there's two slots to use. I've only put in items that can give you a close-range attack (gloves) and a long-range shooting attack (wand) but there'll probably be all sorts of items that won't necessarily give you another type of attack but will do something else when equipped. Both of these items give you a Neutral element attack but other types of gloves and wands can give you elemental attacks.
OKAY I think that's everything whew. The next things I'm going to work on is a framework for achievements and maybe something along the line of Tamer perks that you can use to get upgrades or bonus stuff as you level up. I don't know if I'll be fully implementing them but I at least want to get the framework ready for whenever I do put them in.
And then after that it's time to knuckle down and DRAW DRAW DRAW and start building the actual game wow exciting!! I'll keep showing progress on sprites once I get back to them. :D