glorious caesar
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What would you suggest I do to convey the information without being expository?
Don't convey it at all. Cut cut cut. Information should be gradually introduced to the player as it becomes relevant.
What would you suggest I do to convey the information without being expository?
Three? I believe there are only techniques and reactions.
Sailerius":1t09w76j said:If you only introduce information to the player when it's relevant, then it comes across as an ass-pull. Important people and concepts should be introduced before they're important.
He's got a point, why introduce the final boss JUST BEFORE you fight him? I know that's not the case here but I guess it's an example, lol...
They aren't usable techniques. It's a list of what passive abilities you have in effect from equipment and skills.passives
The names aren't important. The important information the prologue conveys:the thing is you weren't introducing anything that felt important at all. you were NAMEDROPPING AND SUMMARIZING. if it was important, i would have forgotten it by the time it mattered.
in this instance we were talking about dumping a bunch of names—character and location—in the opening cutscene. When the game opens, we're instantly barraged with a bunch of names that have little no no meaning at all. this kind of ASSAULT in the very beginning that just seem OVERWHELMING. the conversation between Michael and Abraham(was it abraham?) seems near-entirely pointless.
Between the beginning of the game and the time it becomes relevant, I don't know where else I could fit in the necessary exposition. The information conveyed is known only to the Virad and you're not exactly on friendly terms with them, so the only way to get it across to the player is through the perspective of the organization.Since all that stuff you put in the first cutscene isn't immediately relevant, you can cut a lot of it.
I mentioned this to you, but it's worth repeating here: Several of these issues (the free levels up, the Hall of Legends) result from my dislike of disable features just because they haven't been introduced yet. I personally don't like replaying a game and not being able to use key features of the game just because the tutorial hasn't come up yet. Since the Complete Edition is largely geared toward returning players who will be familiar with the systems, I didn't see a need to cut off the features from the beginning.The Hall of Legends thing is still disorienting and out of the blue the first time you use it even if it is explained later. Perhaps consider disabling it till after the flashback.
The names aren't important. The important information the prologue conveys:
* Most of the Virad don't know who their own leader is.
* Furthermore, the leader doesn't even know that he's associated with the Virad.
* They can use some form of magical portals, magic which is otherwise believed to be impossible.
* They have the resources to infiltrate the military.
* Someone else (Sandarga) is pulling the strings behind the leader.
Several of these issues (the free levels up, the Hall of Legends) result from my dislike of disable features just because they haven't been introduced yet. I personally don't like replaying a game and not being able to use key features of the game just because the tutorial hasn't come up yet. Since the Complete Edition is largely geared toward returning players who will be familiar with the systems, I didn't see a need to cut off the features from the beginning.
Fair enough.also you admit here that the name's aren't important, and i think that you should seriously just go into the first couple of text boxes of the opening and just CUT those references to locations.
That's a good point. Weapon's purpose in being there was to represent an average member of the organization (as opposed to the two higher ups he's with).I honestly didn't really get too much of this from the intro. I mean i guess it was hinted at through Weapon's dialogue, but the introduction didn't give a sense of scale to the Virad. In other words, I had no idea how large the Virad were was a group, or how widespread (and if you say that you named locations that doesn't work because we don't know where those are in relation to anywhere), and I think that information needs to be conveyed because at the time we don't even know what "most of the Virad" means.
All right. He doesn't have much dialog now, but it's mentioned at the end when neither he nor Weapon can name the person they were supposed to be rescuing.if he's still CLUELESS KID but masquerading around as the virad leader because he's just following sadranga then that could be made clearer.
That would work pretty well. I didn't think of that.personally i might keep the hall of legends but just don't have the GUY there until it gets introduced.
Thanks for the words of support. I'm glad you enjoy it! I promise to make the Complete Edition well worth the wait.ChinWizard":22az555o said:Hey Sailerius and team, just wanted to say I'm a big fan of Vacant Sky, it's a really beautiful game. I remember playing through Act I and a bit of Act II a while ago, so I think I'm gonna hold off on replaying it till the complete edition comes out, but considering I have nothing but good memories of this project I can't wait to play through the overhaul ^^
Also, do you have any idea how much the art book and the novel will end up costing? I'd love to show my support for this project whilst also receiving what I'm sure will be some top quality products!
In conclusion, thank you so much for your dedication to this game : )
That's possible. Doesn't the active character flash? I could've sworn it did.here's a suggestion for the battles: is there a better way to emphasize which character you are controlling at the moment? i mean it's not that it isn't CLEAR, but the ATB rate is very fast (this is good) but when combat is going quickly i think it might be more INTUITIVE to have like the currently selected hero maybe his face gets huge or something—isnt there a script to have the camera zoom in? idk man just SOMETHINg i think do you get what i am saying?
Man, I only increased their stats by 2 points and they went from too easy to too hard. I'm really sorry about that. What stat build are you using?also i get that I chose "veteran" instead of "beginner", but dude your enemies take our 2/3rd of my character's HP with each swing. on top of that I have no skills to use other than these useless "dodge" and "guard" techs. and i have no healing items.
I'm not sure what you mean by that.blondie is RAYMOND BELMONT, DEMON SLAYER. ummm ok i'll go along with it sure.
The player character didn't change. o_Ofirst off please do not change my playable characters again after I had just used them for the first time. this is fucking ridiculous. just put me into the game already.
It's not explicitly stated, but Auria visits her father every weekend. It's a weekly occurrence.who is sending me to live with my father because i went into a suburban cafe to study with a friend the morning after people were murdered nearby.
That entire section is skippable if you go back home before finishing.and now we ask ourselves: did this portion REALLY need to be PLAYABLE? (answer: no) could we have just used the relevant cutscene part —and NOT take away from the main action for purposes of arbirarily lengthening gameplay time? (answer: yes)
No, I do find it very useful and I appreciate it.know that i DO plan on continuing with this—let me know if that's something that you want or if you dont find my crits useful at all.
That entire section is skippable if you go back home before finishing.
Oops, derp.there's a sprite of raymond hanging out by the gate and he won't talk to me; it looks like he got stuck there or something from the end of the cutscene?
Do you mean the southern end of the town? Huh.i can walk to the south end of the path on the map but it doesn't lead anywhere???
That's a good point. I'll think about that.this feels like another oppurtunity for showing some heavy character development and get people talking about WHAT THEY WANT.
That's a good idea."i am tracing our route please do not disturb me". why not? shouldn't he be eager to share? this would be a great oppurtunity to not only expand on Zarquis's personality (if he even has one at all) while showing off a map of the world graphic. let him school us a little.
Did you talk to Seri in Ciel? They were going to move in with Seri's uncle who lived there.what were seri and zaq gonna do there in the first place? did they have family or something? i think that they need some kind of REACTIOn to the whole thing.
Keep in mind stat builds. ACC-centric characters can reliably hit people who dodge but do crappy damage against people who defend. ATK-centric characters can crush defenders but rarely hit someone who's dodging."what about the thirteen bandits we slaughtered on the way here"[/qoute]
It specifies in your first battle that defeated enemies are (typically) KOed, not killed.
Man, you should've seen the original Act I (note: don't actually). Act I is basically meant to be a big flashy prologue; there's a lot that's fundamentally wrong with it, so my main intention is to pique the player's interest into continuing with Act II. The reason the forest segment is so short is that I'm really, really awful at dungeon design and I'd rather not put one in there at all than to put in a crappy one. Do you have any suggestions for one I could add?dude really there was like no gameplay in this at all. if it actually ended where it just ended then this was nothing more than a big flashy prologue, cutscene after cutscene and a few linear maps here and there and it felt pretty hollow
i don't think that they are helpful enough with the comparable strength of the enemies(or maybe make em cheaper) enemies that dodge waaaaaay too much.
The reason the forest segment is so short is that I'm really, really awful at dungeon design and I'd rather not put one in there at all than to put in a crappy one. Do you have any suggestions for one I could add?