Here’s some notes on the unit management system, or whatever. What does it matter, you know? I’ve started so many games and never finished any of them because I’m a horrible garbage boy with terrible ideas.
Anyways, the unit management scene provides a number of functions.
- Construct teams of four to enter the dungeon with. Positioning is important for the function of a number of skills. Certain skills function better in the back, such as healing, and others function better in the front, such as shielding.
- Units accrue Power Points that can be applied and reapplied at will to the unit to customize their skills, traits, and stats.
- Increasing stats allows the unit to generally handle later levels easier
- Strength – Damage dealt to enemies
- Health – Amount of damage that can be taken
- Speed – How often the unit can act and how long skills take to “cast”
- Mana? – A general reduction of mana usage? Or would this be best relegated to the skills themselves?
- Defense? – General damage reduction from attacks; Should I just rely on health and relegate damage reduction to traits?
- Skills can be upgraded and more powerful skills can be unlocked by spending points
- Reduce mana cost
- Increase damage
- Add additional effects
- Increase target range
- Skills can be selected for use in the dungeon
- Increasing stats allows the unit to generally handle later levels easier
- Materials found in the dungeon are used to add Power Points to units
- The more powerful a unit is, the higher the quantity and quality of materials that need to be used
- If a duplicate unit is obtained, it is converted instead into a Power Orb that can be used for an immediate Power Point
- I forgot to scribble down the notes on the functionality to equip units with items and gear and the such and the like and such
- Gear can provide significant stat boosts and traits without spending points