>>41815359Not anything I want to show publicly yet, I want to make a full playable demo first.
More details tho: Humans are naturally psychic, it's a trait they have for lore reasons but the gist of it is they are natural generators of a currently-unnamed energy. The working name is Psi because well Psi.
Trainers can bond with willing Monsters, stepping into their minds and guiding their actions, quite literally fighting with your Monster rather than simply commanding them. In addition monsters require the energy Humans produce. In the wild they live off stationary wellsprings but often a trainer can provide more potent energy allowing them to become stronger under the guidance of a Trainer even beyond the benefits of training and an intelligence guiding their actions.
Trainers have varying levels of power within this, some of which is innate and some is trainable.
There are 3 main metrics used for a Trainer, 1 of which is completely static, 2 are upgradable.
1. Power Width. The static number, this is the amount of simultaneous Monsters a human can maintain at a time. The rarest level is the one the Player and most elite trainers have, which is 6 (pending change). Other NPCs may have a lower amount that they can sustain comfortably.
2. Power Depth. How potent of a monster that you can sustain, basically the level cap. The player must progress through the game to increase this amount. If the a human somehow gets control of a Monster beyond their level cap they get a penalty (slowly drains Psi points and you can't use Psi in battle/can't use items in battle) and the Monster slowly delevels to the cap, so catch a wild Mon above your cap and it will lose XP each step until it's at your cap.
3. Psi Points. This is the Item-Mana. Instead of purchasing items from a store, the player unlocks abilities that cost Psi points, which are refreshed for money in towns. This means that if you overuse 'potions' you might run out of 'pokeballs' or 'antidotes'.