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Demo version 0.20 Available

  • Melkino
  • 04/26/2015 09:31 PM
  • 1713 views
The previous demo was old as hell and doesn't really represent what the game has become now, so here's a new version out of nowhere!

Version 0.20 includes:
- Rewritten dialogue
- New black & yellow interface, made with Luna Engine
- New skills added
- Elemental skills split between "Physical" and "Magical" types so that non-casters can also benefit from skill books
- Tutorial cards that better explain game mechanics

Some old images on the gamepage have been updated. The ones that showed maps and content no longer in the game have been deleted.

Since this demo is mainly a technical update, and the later plot stuff hasn't been implemented yet, the demo ends at the same place.

At first, I wanted to hold off on releasing anything at all until I finished what would have been "Act 1 of 3" (about 15 main quest chapters long), but since I keep losing time by repeatedly doubting my decisions, a release date for that would have been way far off from now. I thought it would've been better to push something now instead of making people wait much, much longer for anything.

But I hope you enjoy it anyway!

Posts

Pages: 1
Just some notes on things that irked an OCD guy like myself (only was able to play umtil going to the general store).

- The main menu commands window and the command window for other menus like Items aren't on the same x/y-axis, and the shift in the graphic when navigating the menus is super noticeable. I wouldn't call this a bug, but it's something I would personally keep uniform. Not saying you have to. I'm just really anal about that sort of thing. To see what I mean, go into the menu, and select Items, cancel, select Items, cancel, etc.

- The Queen's Guard enemy has a 1 pixel line along the bottom of his graphic.

- When changing party member positions in the menu, there's no indication when an actor is selected (such as their image flashing or something like that). It makes it difficult to navigate.

- Status menu element rates are confusing, because it doesn't say what the percentages refer to. Does 50% mean they deal 50% more damage with the element or take 50% reduced damage from the element? Might want to put something there to explain what the percentages mean.

Good things:

- Battle transition. Very nice.
- Menu graphics.
- Proximity events, woo.
Melkino
solos collectors on purpose
2021
author=WCouillard
- The main menu commands window and the command window for other menus like Items aren't on the same x/y-axis, and the shift in the graphic when navigating the menus is super noticeable. I wouldn't call this a bug, but it's something I would personally keep uniform. Not saying you have to. I'm just really anal about that sort of thing. To see what I mean, go into the menu, and select Items, cancel, select Items, cancel, etc.


Do you mean like aligning the vertical lists in the Main and Items menus so that they won't cause that shifting effect? I wanted the item categories to be the same height as the item list to the right so that that screen would look more even. If I moved the category window, it would then be misaligned with the items.

author=WCouillard
- The Queen's Guard enemy has a 1 pixel line along the bottom of his graphic.


Many of Milano Cat's enemy sprites that I used are like that; it's a shadow, I think. Maybe I could go back and make the shadow a little more rounded?

author=WCouillard
- When changing party member positions in the menu, there's no indication when an actor is selected (such as their image flashing or something like that). It makes it difficult to navigate.


This seems to be out of my control, sorry! :( I looked into the Luna Engine scripts in case I overlooked something, but I found that the demos with custom picture layouts also didn't indicate who's selected when reordering the party.

author=WCouillard
- Status menu element rates are confusing, because it doesn't say what the percentages refer to. Does 50% mean they deal 50% more damage with the element or take 50% reduced damage from the element? Might want to put something there to explain what the percentages mean.


The green numbers (good) mean it'll take more damage from the element, or a status effect has a greater chance of success. Red numbers (bad) are what it resists. There's a tutorial message later on that explains it.

(While typing this, I just realized that this can screw over any potential red-green colorblind players out there. I think I'll use different colors in later versions)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Recommend bold/gray instead of green/red.
Do you mean like aligning the vertical lists in the Main and Items menus so that they won't cause that shifting effect? I wanted the item categories to be the same height as the item list to the right so that that screen would look more even. If I moved the category window, it would then be misaligned with the items.

The difference in the Y position is only a few pixels, shifting the item list window down a few pixels would allow the vertical selection to be on the same Y axis as the main menu commands without any noticeable difference. The X position of the vertical list in the Item menu is a little more distant than the main menu. Like I said, feel free to ignore me on this, I get weird about things lining up in menus.

More nagging from me, sorry.

- Letters that hang a little lower (g, y for example) are cut off a little in the titles to Quests in the Journal (example: Hunger quest).

- When a battle ends, after the victory screen fades out, the enemy HP bars become visible again until the scene closes.

- Significant FPS drop in battles once I got into the burned down mansion (down to about 10 FPS!). Out of battle, the FPS returned to a normal level (55-60). Not sure if this is normal, a memory leak in the game, or just my laptop sucking.

- Unlocking the tutorial for the Bestiary after finding a broken camera seems... odd?

- As the demo ends, the player can see the parallax overlay used in the last room of the cave when the screen fades to black.
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