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Finally, something to investigate!

  • Marrend
  • 04/22/2015 07:22 PM
  • 1750 views
Bad puns aside, I've uploaded a new demo for your enjoyment! Well, that's the hope, anyway. As promised, the content of this particular demo has been reduced to Chapter 1, though, there have been some added story segments, not to mention the conversion to Yanfly's message system.

Note that this demo is encrypted. Forgive how absolutely slow (and idiotic) I've been in this regard, but, I do use resources that were purchased (though the RMN Store, no less) in this project. Note, also, that this build requires the VX Ace RTP, nor are there any particular plans to make this demo RTP-dependent, as I have done with other demos in the recent past.

Though, on the bright side, I'm a bit more confident with this build. At least until I get feedback that tells me how awful it actually is assuming I ever get any at all. At any rate, I want to take a break from game-making for a small while before I pick up... whatever it is I'm going to pick up next.

Posts

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Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Just finished it.

You've got a really good setup here. Have some consciousness fresh out of the stream:

This is an interesting intro. I like this a bit better than the first intro.
I’d double check the Case notes, as it conveys info that hasn’t occurred yet.
I’d probably have Konae inform Shizu of the situation.

This sentence is a bit weird: http://gyazo.com/a976f0101621dfeab2c6384a80a4b634
Where’s the “I” coming from?
Passability error here on the cellphone: http://gyazo.com/19683cee91091c23cdc38a8b8b5d46c5
Accidentally pressed space one too many times and pushed the crate into the door, blocking progress: http://gyazo.com/d738f5cf0047439c4b64621938fee704

Again, for the lockpicking, I’d still change Konae’s charset to a key. This looks pretty jarring.
The lockpicking minigame is pretty simple. I don’t see a need for the Auto Unlock. Don’t apologize for the mechanics you’ve put into the game.

As for skill allocation, this is so much better. Each character feels unique and has their own skill set. However, Konae’s Flare Gun sorta makes Nanami’s taunt obsolete unless enemies use magic or something that can’t miss. I’d change Flare Gun’s effects to something different. Perhaps inflict fire damage and have some enemies weak to fire? Or at least resistant to physical.
I like how squishy Konae is. It really makes me need to use Nanami’s taunt to keep the pressure off of her. Unfortunately, that also makes Flare Gun that much less useful.

Admittedly, the lack of skills from the enemies makes combat pretty boring. It doesn’t help that there are only two enemy types.

How does Demotivate help? I mean, I haven’t seen an enemy use a skill yet.

Looks like a basic enemy to me: http://gyazo.com/dedc596f69bb6d9039a37249d2183b5d

It didn’t get too grind heavy and the pace wasn’t broken at all.

Don't be shy, Masako. You can reveal your faceset. Rasuna did it just fine.

Also, given the fact that a reporter just watch magic occur (something I'm assuming is not the norm) I would think they would want to press Masako for more info on magic.

Also also, Rasuna is in that same map. I feel like Masako probably should have joined them.
Though I still don’t feel much of a difference between the two, except this time it’s in their personality instead of their gameplay styles.


Overall, while it's still a little rough, I see a lot of potential for greatness here. Konae's skills need some adjustment, there needs to be more variety in the enemies, and some more polish on the overall product needs to be added, but this project has improved quite a bit since December.

You've laid the framework down. Now you just need to keep tweaking it. While that's not particularly difficult to do, it's not something you can do once and be done with it. It's going to happen constantly throughout development.
Marrend
Guardian of the Description Thread
21781
A few responses:


I’d double check the Case notes, as it conveys info that hasn’t occurred yet.
Right, I left the Case Notes alone, figuring I would fix it later. I mean, I still can, of course, but, yeah.

I’d probably have Konae inform Shizu of the situation.
I really really hope you mean to say that Shizu should inform Nanami of the situation, since Konae and Shizu are the same character.

Accidentally pressed space one too many times and pushed the crate into the door, blocking progress: http://gyazo.com/d738f5cf0047439c4b64621938fee704
Yeah, that can be pretty annoying. I should make that room slightly bigger, and generally give more breathing room. Though, I should also put, somewhere, that these push-block puzzles can be reset by leaving rooms, and re-entering them.

I’d change Flare Gun’s effects to something different. Perhaps inflict fire damage and have some enemies weak to fire? Or at least resistant to physical.
Hrm. My thoughts are beginning to be more along the lines of having this skill cause enemies to be more susceptible to physical attacks. I don't think I can call it Flare Gun, though!

Looks like a basic enemy to me: http://gyazo.com/dedc596f69bb6d9039a37249d2183b5d
What this looks like to me is that there's an enemy sprite that's literally on top of the boss sprite. The boss' sprite doesn't occupy that space until during the talk with Rasuna, so, I'm not quite sure how to prevent this bug from occurring!

Also also, Rasuna is in that same map. I feel like Masako probably should have joined them.
On one hand, I really don't want to give access to Masako so early in the game. Though, on the other hand, you might have a point. Masako's purpose may be to distract, but, what did she intend to do if she was successful? She would not just leave Rasuna there, and, knowing her, she knows where Rasuna is hiding.


Also, thanks for playing, and the feedback, Red_Nova!
Marrend
Guardian of the Description Thread
21781
Here's a few more floating thoughts:

Make Nanami's Taunt skill also grant her a 25% counter-attack rate. Or, wait, have the rate of counter-attack based on her level? Eh, I dunno. The more I think about whatever scripting that would involve, the more inclined I am to leave it a simple, flat, number.

Possibly re-flavor the "Guard" command into a "Dodge" command. This would remove the typical half-damage attribute that the Guard status usually applies. However, as one might guess, there would be an evasion boost instead. I'm not quite sure how much of an evasion boost would be granted, though. Regardless of whatever flavor I would use, the command would also remove the "Mute" "Disarmed" status.

I think want to re-work the first cut-scene in the Togo Road garage a bit. Also, there's that weirdness that Red_Nova observed with the boss sprite that I will want to look into. I suppose the simplest solution to that is to make events where it can pop up, and use those, rather than use the Set Event Location shenanigans that is being using for that cut-scene.
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