I'm currently out west so what I can do gamewise is limited seeing as I have access not to vegas nor any decent recording programs.
But I can use rpgmaker, thankfully! I also ave gimp nd very surprisingly, Photoshop :0
So I've been patching up Disk 1 in accordance to work with the new way I'm handling quests, in addition, I am ALSO finalizing the database for the current regime.
First lets look at some of the pretty UI elements I've been patching up.
In addition, the Bat-fanged Carson now has her own unique look.
Her sprite isn't finalized, it's juat a placeholder franken of Lilac and Sacreblu.
While still in development, the iconset has finally become more than just a duplicate of the proposed iconset for Intelligence MultiVerse.
The rubix cube of them down bottom can be ignored, those are simply backup backgrounds.
Row 1 contains two state icons, Exhaustion and Stagger, then the rest are menu icons, followed by the icon Pamphlets use, then some non-specific medal icon and then quest icons.
Row 2,3 and 4 are tutorial icons.
Everything beyond that is medal icons. If yu're a fan of this game or have bdeen following progress it's likely you'll recognize a good deal or even all of them. in the first two rows.
Chances are some of the icons in the rows beyond you will recognize too, those are all symbols of optional bosses, I'm not going to talk much of the final distinguished four, but I'll give a very vague idea in picture form...
So the first 22/24/26 are yes, all based on main story characters. In order:
Row 1: Lunar Hare, Solar Monkey, Sanguine Bat, Coruscant Snake, Perseverance Icon, Shafted Heart, Lucky Pin, Sparking Truffle, Blueberries, Destiny Egg, Queen Spade, Wayward Turncoat, Fivepoint Star, Frozen Tear, Sparkling Dish, Bladed Star, Crow Skull, Dark Eclipse, Sylph Sun, Times Eye, Isosceles Ascent, and isosceles Descent, then Star Davids. Each of those are encounters you'll have in the main story line. Some will be possessed by an Archangel or DENUI of some variety, while others will simply want you to prove your worth or test you in battle. Mira for instance, wishes to test the strength of you, she admits to casting off her DENUI... her limitations long ago, this actually happens in her own game, Crowfeast, where she destroys what she initially believes to be here well-meaning intentions, her weakness and morals, but in reality, it was her DENUI she destroyed, which allowed her to break mortal limits and fell a god.
Some like Limbo, possess a DENUI who have become friends with the host, so Limbo's DENUI is not so much a restraint as a confidante. It explains why Limbo knows more than he lets on, a trait he's manifest since before the 314th Clash.
So those ones down the bottom are therefore, yes- all optional bosses. The first two you may recognize as the Reading Glasses and the Eight Leaves. And there's already been evidence to suggest these two will be fought in the game files.
On the note of mechanics development, I've been working heavily on making Skedaddling less awkward and more smooth and punchy. It should be something you notice an feel happen. You feel and notice when you defend because of the obvious animation and audiocue. I'll likely be adding a very distinct audio cue for Skedaddle, much like the very regonizable 'SHUMF' that Shadowdashing had in PFC.
I have not yet had means to test these systems out as I'm on a laptop that I'm surprised can even run photoshop. Tomorrow I will be back in the city with my PC.
I've also made some needed changes to the iframes, mechanically it's still the same functionality-wise, it's now just a lot more clear on what it does, and instead of changing grapics via command route which works awfully, I now, alike with skedaddling of late reiteration, uses the 'change actor image' function in event page 3.
So yes, progress on Fantasia has been going well, the planned release for Demo 2 which will include all of Disk 0 and Disk 1 along with all of the exploration content is planned for release on 8/8/18, now granted not everything always goes as planned, and the first demo of Fantasia took 6 days more than I intended. And if you were observant you'll notice the first trailer hinted it being 'This Christmas' or the Christmas of 2017. The reason it got delayed so hard was because of no external or artist hurdles, but because I was not at all happy with the way the story was being delivered, and wanted to pay Vahnus more attention, this original release date also plannd to showcase both Disk 1 and Disk 0, it just wasn't to be.
Once I had the breakthroughs of new stakes that meant something and discovered Triangular Matrix Thoery, the story began becoming this damnably lovable but hard to approach monster, and throughout the development of the demo there was always this constant struggle to say just enough but not to say too much. And I did so much introversive thinking that there are over twelve documents on google docs I have just talking about the story and how much is too much, character dynamics, how to hook new players that don't have he background knowledge of how the Cosmos works, etc.
The good thing is, for Disk 0, the story is very self contained, and I'm glad I gave it more heed, because it let me really flesh out the characters and get them a solid gold tick of approval. Everyone who has played this game has told me th writing is top notch and the characters are not only relatable but, charming. Sme have evidenced this strongly through art and even cosplay. I mean, the characters were already a hit before the first demo release since they'd gotten quite a fount of fan art prior to the games release, on release bore me a flood of amazing high quality fan art and even a cosplay, and two let's plays before I'd even woken up the next day.
One of my largest fears was would I be able to deliver the characters as they'd been unspokenly promised, I'd say looking back through all the people who have played, enjoyed and lauhed, even cried at the game and it's first demo disk, that I've done that, now I just gotta keep doing so and make sure the older characters don't steal the spotlight- this will be one of the major design difficulties in Disk 1.
Anyway, that's been my line of thought and also what I've been doing the past week or so.