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bobbityjack
I did, however, find a problem: I was fighting the giant plants in the first cave and the main character died, leaving the girl to finish the battle (which she did); however, the game froze after the battle ending screen (party is victorious, etc. etc.)
It’s the “forced party” bug, due to Dargor’s “Party Changer”: although it’s supposedly been fixed in the last version of this script, apparently it still causes troubles: which is why I’ve removed all “forced” parties in the game and replaced them with common events according to switches. (You’ll get to appreciate this only from the next release, of course). You will still be obliged to have some specific actors in your party, but you will be able to order them, and if one of them passes out during combat the game won’t freeze anymore. I’m sorry about that. It did take me a while to fix this, but it should work now. Thank you.
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Jirbytaylor
I like the showing of the edge of the island in the second-to-last shot, but I’d be a bit nervous of entering a cave that looks like it is hanging over nothing.
Unfortunately that depends from the geography of the islands as they are drawn, so the “Nossa Cavern” is placed on the northern edge of the “Shire”. I’ve extended the land before the cave, so you now get to see less of the sky below, and the cavern looks less unnatural. Thank you for suggesting that.
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Numb
Incredible Maps; I especially love that “Secret Area” map. Incredible lighting effects, based on the thread itself, this game looks incredible.
Thank you very much!
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abreaction
Will the new tiles be included in a new demo?
Yes, they will. And about my posting style, yes, I do like Calibri
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Skie Fortress
The first RMVX game that actually stuck out to me and got me to download of my own volition.
Thank you, although I don’t quite get this: are you usually obliged to download other games?
Before I reply to your CONs, though, I want to make it clear first that this is only one fourth of the game, and if you haven’t reached the end of the Demo yet, that might imply that some of your comments were perhaps a little rushed.
The characters seem very flat to me so far etc.
There are very few moments for them to stand out, that might be the reason... And I didn’t want to reveal too much too soon: there will be time throughout the game to learn to know them better. I’ve chosen to give little information about the story background, even in-game, so that the player begins after a few minutes only – I hate long introductions, especially if you can’t skip them. On the other hand I chose to include only a few scenes, so far, as it used to be in the old games: it’s only a matter of taste, because I don’t personally like it when the player is bombarded with information he might as well ignore. People who have played this game so far find it hard to remember the actors’ names
I prefer it when the player learns slowly to know all of the characters, it’s more familiar to real life. I’m thinking of adding more scenes to the first hour of the game – which is the approximate length of the Demo – but then I’m fairly happy with the overall impression. Then again, maybe that’s just me.
The battles are atrocious in my opinion. The execution is absolutely terrible. I don’t like random battles to begin with, but I can tolerate it if it has a decent encounter rate. This game did not have a decent encounter rate, not when you take into account all the other problems with battles.
Step, step, battle, step, step, battle. This wouldn’t be a problem if the battles were fast paced and over with in no time, but this wasn’t the case.
I’m surprised to read that, because the battles were one of the aspects of the game I was most comfortable with until today: along with the drawing of the maps it’s the part of the game which took me more time to set. Half of the game is thought to take place on the battlefields, so I take battles very seriously. I’m using
Claimh’s script, which enables me to keep the current map as battle background: but it doesn’t recognise events. That means that
there will be encounters only in half of the maps, the ones featuring no ornamental events. I figured 10/15 steps to be a good rate, but I took it to 20 now: it should be better.
I’m sorry to read that “the execution is absolutely terrible”: could you be more specific?
The stats seem unbalanced. I’ve been missing attacks at least twice every battle.
I can just say that it is very hard to balance stats... The “Stats Distribution” script might help balancing them better, in a way. I don’t mind characters to miss attacks at the beginning of the game: I’ve seen them becoming more precise as their level increases. If you’re familiar with RPGVX you’ll know you can’t set the “Hit Ratio” and the “Evasion” from the Database. Would it be different if I increased their Agility? What would you suggest?
The main character has no skills, which just encourages the spamming of the attack command, this is not a good look in my opinion. But most of all, the enemies overall have been no challenge etc.
There are more than fifty skills so far in the Database: some lead to others when they’re used for a specific amount of times, others are learnt when some weapons are equipped. The main character learns 9 skills before level 15 – Enchanters get 11. Again, I must make it worthwile leveling up: you’ll learn skills every odd level. If battles are no challenge so far, they would be even easier with more skills to use – my friend
Crystalgate might not agree with me on this, but I believe they would
So yes, battles are made mainly of physical attacks at the beginning, but they will get more complex as the game goes on. I can’t say that for sure, of course, but they look like they will from the Battle Tests.
Again, I’m sorry to read “uninspired battles”... but I guess I’m glad you enjoyed it so far. Thanks for taking time to let me know what you thought.