Metroid Dread is Very Good.
...
Waitaminute.
...
I've got both not a lot to say this, time, but implicitly, a Lot to say.
First things: the attached images are for a set of enemies, the mobsters! In Phase 2, they'll spawn in certain parts of certain maps--as opposed to like, the whole of a given map. They exist largely due to there being a 'mafia' sub-story, initiated if one has Bella in their party, or if Nanette is in the party and Bella was left uneaten. These lead two to different outcomes, which may ultimately progress in the expected fashion (fat nonsense) in the future, although that's not in the cards currently.
Well, actually it kinda is. Creating on the fly is weird.
Anyway, the mob actually has the first male enemy battler art of done for the game, and he won't be the last... He's rather terrible looking, but well, he's a random mob (badum-tish) so it's not a big deal. And I actually rather like the lady counterpart. The skinny version is a drawover, but the subsequent sizes came out really nice, if I do say so myself.
Mobsters will have a special skill/attack, "Gun" (which is really funny to me), that does damage relative to your level; the higher your level, the less damage. In practice, this isn't marginally different than any other damage calculation; it's really just a flavor thing. In FEF, your level is your "glutton(y) level," aka fatness, so the logic is basically that you/your party members are getting so fat, guns have no effect on them.
Also, the defense stat was relabeled "Belly", and I wanted a scaling value that applied to everyone more or less equally.
Logically, then, Jeff, who is level 1 permanently, will take basically fatal damage if shot. This checks out, because he's a regular person. But also, because Jeff is weak.
The OTHER THING I have to say this time is that.... *drumroll*...
If things progress well, I'll have content update/patch/version/idk 0.4 of the game done by the end of the month!!!!
Woo!
It's been a LOT of exercises in logic assembly, asset acquisition (read: scripts, plugins, functions) and obviously asset creation, but I've been riding a creative wave and feeling pretty good about myself. The update will perhaps be smaller on CONTENT than I'd like, but a lot of systemic work has been done, or the groundwork has been laid, anyway, that a subsequent 0.5 update shouldn't take nearly as long.
I'll be sure to upload it here when it's ready. Thanks for your understanding and support!