HOME | DD

Published: 2021-01-13 10:49:33 +0000 UTC; Views: 1321; Favourites: 8; Downloads: 0
Redirect to original
Description
IT'S REMAKE TIME! And the only one who gets this makeover is Frisk! XD Fun fact, had the base image of Frisk and his items already completed in the past, but I wanted to update a few things, including some new changes to Frisk that are now noticeable. A blade instead of a shield, the items are the same, a different style for the clothing, and how he views the world when he flirts, in his head at least.Enough with that, the text is plain to see so I'll just instead give a small bit of insight to new info for Timeline Zeta, including some pretty BIG changes to Combat in this Timeline.
Combat isn't 1 vs X Number of Enemies. Instead? It's more or less a Party Battle. More than 1 Human is in the Underground, so there needs to be something to emphasize that right?
For the Party Battle System, it goes into three parts.
Part 1 - Base Combat and Combat Changes per Character
To keep it simple? Base Combat is a mix of Undertale and Deltarune. I've got a few sprite ideas and custom UI concepts that can run well with it. Also, some of the 'enemies' will have specific weaknesses for magic types. Which is another thing that makes Timeline Zeta different in general, magic has become so common in both the Surface and Underground it has become second nature in any and all skirmishes between others. Makes sense that there would be some unique strengths and weaknesses per Magic Type, right? I'll go through that another time, but I do think this could run....in a, hopefully, positive and interesting way that can change the formula in a quite a few key ways, all depending on the route.
This also means, Frisk and the other humans will be able to use unique abilities and have unique traits which can help in all of the battles/skirmishes or such they get into. Also, depending on how you deal with a Boss Enemy? Some humans won't join your side, yeah, Routes will have specific Party Members. But that will be discussed somewhere else.
Part 2 - FIGHT, ACT, ITEMS, SPARE
The basic four commands return, and have the same effects, but there is a brand new one that will be discussed later. But FIGHT and ACT both have a shared function, and a new one.
The FIGHT's timing section is used with ACTs as well, in order to persuade enemies or similar things in general. Also, there are bonuses gained when landing certain timing intervals depending on the route.
Part 3 - Stats, Magic, SPECIAL Commands
Out of everything? THIS is where things got crazy. Stats, Magic, the SPECIAL Commands in general are ALL varied based on the characters. I basically took normal RPG roles into consideration to create Timeline Zeta in general. So....I couldn't neglect some of the Classic RPG inspirations I originally had for this. That aside....
Stats - HP: Hit Points, very common, once their to 0, your done. - AT: Attack, it determines your brutality in Genocide/Neutral or Might/Skill in Pacifist/True Pacifist. - DF: Defense, determines how much damage you take to your HP from any and all attacks. - SD: Speed, this new stat will justify how many actions can be used at once per turn and how effective Magic and SPECIAL commands are as well. Higher the Speed? The more often effects will land, and how long they last.
Magic is based off of the souls, and monsters in general. Each and all of the types are going to have a lot of affinities, strengths, weaknesses and such I will work on CONSTANTLY, even when I don't work on Timeline Zeta in general, I am going to work on the new features and all the characters in a very interesting way in the time I work on this. With all these new things I'm working on, I also need to keep the old things in check and dig them up. So....I might just start up a journal to keep record of everything I am working on.
SPECIAL Commands, all vary based on the user. Frisk's are all about defense and support. Sometimes negative ones will pop up, so be careful which of the four you want to pick. Some of these are very simple, but others give offensive or defensive buffs, this has gone on long enough now so I'll get into them when I bring up the full World Guide in the future.
Also, for the Soul Traits, antonyms of the trait given are what the negative/bad SPECIAL Commands are based on, and the weaknesses for each character are based off of. There will be quite a LOT of psychological themes in Timeline Zeta, if that's something you don't like, stick away from here.
Questions or just general thoughts can be asked in the comments, I've been serious long enough, Frisk believes he is an Anime Protagonist here, who is part Irish, and I'm tired rn.
Undertale @ Toby Fox
Timeline Zeta, TZ!Frisk @