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Things learned and adjustments made

  • Racheal
  • 04/22/2013 03:47 AM
  • 350 views
I meant to make this post a week or two back, but that's how life goes I suppose. We had a lot of fun, influenced by the release day, creating a very late '80s early '90s style promotion for it. It wasn't much of a traditional April Fools' joke, but it certainly was the perfect day for this release.

Things I learned from this project:
-Don't be so stubborn about using community scripts when the game is small and for a contest and a script exists that will do almost EXACTLY what you want with only a little tweaking. The game could have been released for the contest if I had only realised this then. After ignoring this for months, the vast majority of the work was finished in under a week!
-Man, action patterns suck and don't work sometimes. Why is my rating 2 skill being used almost every turn when there's a nice handy rating 6 one? Also, enemy targeting, wth? Why must you heal that frog every single turn, Ashley? It's not even hurt.
-On the flip side, battle events are fun for making the computer have some form of intelligence, aka, don't heal the fully healed you dolts. I could see it being a pain on a large scale though.
-Auto-life is easier to event that I would have expected, huh. Easier than coding it, at least on a small-scale level.
-Balancing battles is actually fun when you make them interesting. Who knew, right?

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As to the actual announcement part of this blog, I've updated the game with a few minor fixes. Nothing game changing, but just a few things I noticed from the feedback we've received that bugged me enough to want to fix them. What can I say, I'm a bit of a perfectionist. And since we were re-uploading it anyways, I went ahead and changed some really inconsequential stuff like screen transitions.
-Cleaned up the display of the enemy's HP/MP/BP
-Corrected an error that left the enemies with low starting BP; also gave Delila a minimum amount to start with if you finished the previous battle low
-Fixed a logical error in healing AI that made enemies that can heal particularly annoying after losing one ally
-Some slight adjustments to skill balances
-Tried to make the final battle a little harder since it's kind of annoying that due to lack of group synergy, it is not the hardest fight. Curse you lack of synergy for character reasons *shakes fist*
-Various minor typos
-Probably a few minor things that I've forgotten or aren't worth mentioning but they bugged me, so I fixed them

We'll give it another couple weeks and then we'll list off the numerous references in this game, most of which are probably too trivial and specific to be caught.

I also attempted to css, but hahaha... I have no sense of website color design and very little knowledge of css. The former is the larger problem.