Oh I understand the need for the stats and having game play elements that effect them. That makes for a game and not an interactive story. Just wasn't sure if they would be constantly visible in the menu or have some other game play mechanic, like a crystal ball of divination that deduces the character's stats
Crystal ball is a good idea actually, haven't thought of that. I have one in the new classroom.
In the character's name area you can see her status and talent displayed.
I want to try a 'talent' system, which would be in the same area as stats, so they would probably share the same root menu.
Basically each trait would have a modifier that would affect how much the stat is affected by an action. A talent would change those modifiers, making some of the stats grow slower/faster. By getting new levels for Hermione you'd be able to invest corruption points into talents, making training easier.
At least that's the concept.
"trying to make it modular with as little hardcoded elements as possible"
look a dev that's smart
Somebody showed me how to deploy Python within Renpy, so I'm all about that python life now. It's so much better!
The sketch from the last week seems less organized, but it sounds like its just a concept layout. What does the blue icon next to Hermione's shoulder represent ? A spell, energy?
The sketch was a starting point I made in Photoshop, what I've posted this week - is an actual game screenshot.
I've removed the background behind the sprite and put the mana bar (it's is the mana bar) into the objects' area. You can't see it in this one, but 'artifacts' is a button that circles through 'artifacts', 'potions', 'spells'. So each time you use a spell it would drain the mana bar.