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Custom Content FTW!
- NicoB
- 04/30/2010 12:29 AM
- 3775 views
Hey guys,
So I thought I'd update you all on what's been happening with FE as there are a lot of cool things on the horizon. First off, Ness has been kind enough to provide me with some nice custom facesets (Epoch's is my current avatar picture). I know she has been really busy with other things, so it means a lot that she is doing this for me.
In addition to custom facesets, Quetzalcoatl, aka Alex Amana, is also composing an original soundtrack for my game. He has already completed a few songs, one of which you can listen to on this site:
http://soundclick.com/share?songid=8985190
He is a really talented musician and a solid guy, and I am looking forward to implementing his music into my game. I probably won't have my entire game be custom music, simply because there are a number of songs in the current version that I like way too much to let go (and also, I don't expect Alex to make me 42 brand new songs to replace the old ones).
Alright, custom content aside, progress has been at a steady pace, but it should increase dramatically once I get out of school for the summer. Basically, I'm doing what I did before, and mainly focusing on implementing the major cutscenes and setting up new towns and dungeons. Battle stuff is usually the last thing I do. However, I did change up Lee's skills a little. Instead of being able to absorb an infinite number of enemy skills and literally becoming an unstoppable god, I've changed it so he can only absorb up to 5. If exceeds that number, he will have to choose a skill that he wants to let go. The max number of skills he can hold can be increased, but I'm still trying to figure out how I want to go about doing that. That aside, Lyonell Manor is nearing completion (finally) and I've begun work on the Northern Continent and all of its locales.
There is one cutscene in particular that I've been looking forward to creating for a long time. It's a scene that's been on my mind for well over a year now, and I'm really excited to finally be starting work on it. It has the potential to be one of those scenes that truly hooks players in and doesn't let go until the final credits roll. Here is a screenshot from said scene:
I also have a few questions I want to ask you all:
1). For the party system, would you prefer for the members who are not currently being used to still get full experience from battles or does that make it too easy? I want to encourage replay value, but I also don't want to make it a pain in the ass if your are forced to use other characters. I'm pretty against having them gain zero experience while not in the party, but perhaps 50% or something?
2). Some of you may have noticed that the Monster Notebook I showed off in the screenshots section wasn't included in the current version of the demo. I've been trying to decide whether it is really necessary at all, seeing as its absence didn't seem to bother too many people. Here are the pros and cons:
Pros
You can easily see a list of every monster captured/scanned, what abilities they have, and where the can be located. It may also help in planning if there is a specific monster with a certain ability you want to use in a later battle.
Cons
I will have to spend more of my time making it. I could just make a dumbed down version, but that's still time I could be spending doing other things.
If you all want it, then I will do it. It's up to you.
3). I've heard a number of things about battle difficulty. Some are saying it's too easy, while others are saying it's just right. I don't really plan to change any of the old battles too much, but I do want to plan for the future ones. All I know about is what people have mentioned in reviews. If you've played the game, what did you think of the battles? Were you challenged at all? I just want to gauge how quickly I should increase the difficulty level before proceeding.
Well, that's about it for now. Thanks for reading and please comment and throw me some feedback!
So I thought I'd update you all on what's been happening with FE as there are a lot of cool things on the horizon. First off, Ness has been kind enough to provide me with some nice custom facesets (Epoch's is my current avatar picture). I know she has been really busy with other things, so it means a lot that she is doing this for me.
In addition to custom facesets, Quetzalcoatl, aka Alex Amana, is also composing an original soundtrack for my game. He has already completed a few songs, one of which you can listen to on this site:
http://soundclick.com/share?songid=8985190
He is a really talented musician and a solid guy, and I am looking forward to implementing his music into my game. I probably won't have my entire game be custom music, simply because there are a number of songs in the current version that I like way too much to let go (and also, I don't expect Alex to make me 42 brand new songs to replace the old ones).
Alright, custom content aside, progress has been at a steady pace, but it should increase dramatically once I get out of school for the summer. Basically, I'm doing what I did before, and mainly focusing on implementing the major cutscenes and setting up new towns and dungeons. Battle stuff is usually the last thing I do. However, I did change up Lee's skills a little. Instead of being able to absorb an infinite number of enemy skills and literally becoming an unstoppable god, I've changed it so he can only absorb up to 5. If exceeds that number, he will have to choose a skill that he wants to let go. The max number of skills he can hold can be increased, but I'm still trying to figure out how I want to go about doing that. That aside, Lyonell Manor is nearing completion (finally) and I've begun work on the Northern Continent and all of its locales.
There is one cutscene in particular that I've been looking forward to creating for a long time. It's a scene that's been on my mind for well over a year now, and I'm really excited to finally be starting work on it. It has the potential to be one of those scenes that truly hooks players in and doesn't let go until the final credits roll. Here is a screenshot from said scene:
I also have a few questions I want to ask you all:
1). For the party system, would you prefer for the members who are not currently being used to still get full experience from battles or does that make it too easy? I want to encourage replay value, but I also don't want to make it a pain in the ass if your are forced to use other characters. I'm pretty against having them gain zero experience while not in the party, but perhaps 50% or something?
2). Some of you may have noticed that the Monster Notebook I showed off in the screenshots section wasn't included in the current version of the demo. I've been trying to decide whether it is really necessary at all, seeing as its absence didn't seem to bother too many people. Here are the pros and cons:
Pros
You can easily see a list of every monster captured/scanned, what abilities they have, and where the can be located. It may also help in planning if there is a specific monster with a certain ability you want to use in a later battle.
Cons
I will have to spend more of my time making it. I could just make a dumbed down version, but that's still time I could be spending doing other things.
If you all want it, then I will do it. It's up to you.
3). I've heard a number of things about battle difficulty. Some are saying it's too easy, while others are saying it's just right. I don't really plan to change any of the old battles too much, but I do want to plan for the future ones. All I know about is what people have mentioned in reviews. If you've played the game, what did you think of the battles? Were you challenged at all? I just want to gauge how quickly I should increase the difficulty level before proceeding.
Well, that's about it for now. Thanks for reading and please comment and throw me some feedback!
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This all sounds great. I am a fan of Nessiah's artwork so I expect good things. Glad to see you got your motivation back. =)
This is pretty cool NicoB. I love how the custom graphics look. And what craze said. The panorama is off.
I'd say 50%, or if you have few extra characters, 80%.
You mentioned that enemy abilities are important for Blue Magenessosity or something? If so, you need a list of monsters and their abilities.
You mentioned that enemy abilities are important for Blue Magenessosity or something? If so, you need a list of monsters and their abilities.
Fucking Lyonell Manor, bad memories eh?
But I'm really glad things are going well for you now, REALLY glad. If you're having trouble with battle difficulty, beta testers are probably the way to go. Keep chugging man, I know you'll get there.
Edit: If there's going to be lots of occasions where the party splits up and or we are forced party members, then please do full experience.
But I'm really glad things are going well for you now, REALLY glad. If you're having trouble with battle difficulty, beta testers are probably the way to go. Keep chugging man, I know you'll get there.
Edit: If there's going to be lots of occasions where the party splits up and or we are forced party members, then please do full experience.
comment=28521
That screenshot is terrific. The panorama is off, perspective-wise, but it looks cool.
Thanks, Craze. I think I see what you mean now, but just to make sure, is the panorama just too low or is it the picture itself that is off?
comment=28595
Fucking Lyonell Manor, bad memories eh?
But I'm really glad things are going well for you now, REALLY glad. If you're having trouble with battle difficulty, beta testers are probably the way to go. Keep chugging man, I know you'll get there.
Edit: If there's going to be lots of occasions where the party splits up and or we are forced party members, then please do full experience.
Seriously bro, I can't wait to be finished with that dungeon.
Alright, so LWG and Neophyte are saying full experience and Craze is thinking a percentage. Anyone else?
Alright, well I suppose I'll just stick with full experience then (although I've only heard from about 4 people). Another thing I'd like to ask everyone is whether they think limiting Lee's abilities is a good idea? You know, just allowing him a max of 5 skills (which can be increased as you play) instead of infinite number of easily absorbed abilities.
Well, for me it seems that percentage-experience gain for inactive members is mostly a way to make the player to switch around his or her entourage often so that the player has to use different strategies for regular battles, with the payoff being that the party as a whole is more well-rounded and prepared for a wider variety of combat situations; this was my experience with Yeaster's games, although he may not have intended it that way. With full experience for inactives, there's nothing to stop the player from finding the ideal party for a dungeon and then just cruising all the way through, which may or may not be a bad thing. I personally enjoy changing my party around in general so I don't need the game to give me any reason to do so. Also, it seems like your game's mechanics already reward characters for being active (Lee's abilities, heraldry, thievery), so I don't think party switching needs to be encouraged any more. Ergo, I see no issue with giving full experience to inactive members.
As for Lee, the problem I see with limiting his skillset is that forces the player to choose which skills to bring into an environment he knows nothing about; therefore, the player may potentially opt to forget a fire skill in favor of an ice skill right before entering an ice dungeon. The five-skill limit is fine in theory, but I would want it to be possible to easily change which five skills Lee has, possibly by being able to change them around via a CMS accesible by save-point or something.
As for Lee, the problem I see with limiting his skillset is that forces the player to choose which skills to bring into an environment he knows nothing about; therefore, the player may potentially opt to forget a fire skill in favor of an ice skill right before entering an ice dungeon. The five-skill limit is fine in theory, but I would want it to be possible to easily change which five skills Lee has, possibly by being able to change them around via a CMS accesible by save-point or something.
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