The Battle UI has been taking a long and for good reason. I’m glad I didn’t hash out a quick design, because in retrospect there’s a lot of unique gameplay features that have I have to accommodate for like the “willpower” system, the ability to manipulate character hit rates using a limited resource called “willpower”. Over the course of about 2 weeks this UI has gone through about 5 revisions, each revealing to me some element of gameplay I hadn’t considered before. I’ve gone back to look at what older FE games have done with the UI for triangle attack, and it would seem there’s never been a straightforward description of UI of the maneuver and for good reason, it’s a fairly complex thing to tackle, and I’m not surprised Pair up in FE games doesn’t seem to be staying. Still continuing to slide in animation drafts with whatever time I can, but the UI and gameplay designs, are in dire need of refinement and completion, so that I can focus on almost purely creating assets starting September. Thanks for reading.

