[Starlight] Unit Summary (Patreon)
Content
you will notice it is not saturday.
it's been like three weeks since the last major implementation was finished. it's longer than i wanted, but not outside of expectation since like i said at the forefront, making UI stuff tends to take longer since i need to do both the art and the programming.
anyway, uhhhhhhhhhhhhhhhhh pow

my hope is that most of the information displayed here is intuitive enough that i do not need to explain it, but i'll focus on two things to clarify.
first is the Core Information above where it says "Move". Cores are basically this game's alternative to equipable weapons. There's different elements, different stats, bonus traits, etc. "Hybridized Jagged Frostspinner" is the core name. That one's just a random stylistic example for now, but in the long haul I plan on having the descriptors in the core name tell its properties, sort of like borderlands does with guns. The '55' is its durability, and its element is displayed in the top.
For contrast, here's a unit with no core equipped (which, granted, would be unusual)

simpler. you can also see that, like with existing UI pieces, the stat text and other elements color themselves differently according to the character.
the second thing to mention is the big curve through the middle. this is your full party roster, and it provides a visual means to rotate through them. you might also notice that Karus actually has a sprite now finally. it's here:

so you know, nice that we finally have those going. been a while. i'll be working on more of these at this Saturday's stream (3p MST!) so you are all cordially invited to see the process and also feed me your energy.
now back to the unit summary. what's that, over there, on the horizon? it's the second page.

this one shows the items and arts a unit has available to it just like on the overworld. you also might notice that i finally made icons for our elements down there. those arts are -still- just placeholders to show and test the icons, but nevertheless. you can also select them and see their description from this screen.

like so.
but, that's about the show. this takes up to 9 out of 11 core implementations we needed to get done for the battle system!
now, if you're a particularly keen viewer, you might be wondering about the purple dial in the first two screenshots-- what's that emptiness for?
that, my dears, is for number 10. passive skills.
depending on how nice javascript wants to play with me, those will either be pleasant to make, or a complete disaster. place your bets.
unrelated to any of that, i feel obliged to mention just in case anyone else is sick of looking at the same two combat models for example all the time that between myself, kanaya, and another artist i've recently picked up, we've got no less than three more models actively underway and moving out.
soon.
not soon enough.
but soon.
until next time! or saturday.. one of the two.