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Refinement Process

  • sbester
  • 03/15/2010 04:54 AM
  • 1618 views
Well, serves me right for opening the beta version to everybody. I'll never do that again.
What we have, or I have, in the beta is kinda bare bones, but functionality was the reason I wanted user feedback. It is not a refined game by any means, that process begins now. This will include:

-Extensive population of towns and other maps
-A couple small sidequests that I never got around to finishing.
-Beautifying the maps (I began with the overworld today, as you can see in the images section)
-Tweaking a few small stats
-Allowing entrance to the rest of the town houses

Anyone who actually wants to be a beta tester can message me for a link to the beta, but PLEASE, serious requests only. I don't want to have to defend the sorry looking pokemon charasets ever again... 'cause I can't. I know they suck, and I'll get to it. And to those that were turned off by the beta, please try and understand that as frequently as I've been updating the game in the last month since coming here, it was practically a new project at the time. Now it is quite long, so it isn't like I've been doing nothing all this time. The skill system took a VERY long time, and I was surprised it worked as well as it did during my run through.

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And yet it seems the Beta is working. You already know what to improve on.
Yep, guess I feel a bit shaken up though. I hate the idea that some people won't play it because they can't see the monsters in battle, or other graphical decisions I've made... but I'm not sure I'm trying to please that audience anyway either.
Oh well, I promise to do my best
I didn't mean my criticism to sound too harsh. I really like the style, I want this to work for you.

The biggest most crucial thing I think you should work on is getting the size of the maps much smaller, or if not, creating more interesting environments to explore. The cave dungeon was horridly boring. I can appreciate minimalism, but making me trek through huge, long chasms of nothingness with monsters every few steps (the same monsters, mind you) is not a choice of style, it's just boring. Even the minimalistic games of old had intuitive dungeon design, yeah?

Increasing the run speed is recommended as well, in my opinion.

If you'd like any help, I'd be willing to offer my input.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
No battle backgrounds and no monster graphics was a "graphical decision"? So wait... NO battles will have monsters, background, or anything else that makes a battle somewhat worth while?


Why is this a game and not a graphic novel, then?
Thanks narcodis, I did change the run speed yesterday, so that's been fixed. And don't worry, dungeons will have traps and puzzles, it's part of my 'beautifying process' because I find them less tedious and usually quite fast to add, which is why i always save doing them for the end. The one thing you said that has me wondering though is about the the pacing and changing of enemies... I think you're right, so I'm gonna try and make it more linear in gameplay with the help of a few directional tools and switches. And I'll have to do something about the monsters to make them more interesting.

Corfaisus, this battle system challenges the player to really think hard about each and every move they make. Not so much at the beginning of the game, but around levels 6 and onward it starts to get really challenging. Visualizations would only serve to distract some players, like myself, who are used to tapping the Z button endlessly while playing one of these games. So yes, it was a graphical decision, and it helped me to focus on how much damage each of my attacks did on different enemies and how my stats were going down. Sure the sequels will have monster graphics, but I just want to show the graphical progression throughout the series. I may change my mind later, but right now I'm liking it the way it is.
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