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Final Fantasy: Chaos Demo

I am proud to announce that the demo of Final Fantasy: Chaos is now available for download! You can get it in the downloads section listed above! New versions of the demo will be released with further adjustments to enhance player experience. We hope that you enjoy the playthrough and report any bugs found in the bug reports section.

Posts

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I think all you really need to do to fix some of the maps like the castle and perhaps the towns (though those aren't hard to navigate, really), is shrink the size of each individual map, and then combine them into a smaller number of maps. The castle especially feels disjointed because every hallway seems to have its own map, and they all look similar, so it's really easy to get lost.

I'd also suggest maybe putting a sparkle or something on the book Lucius is supposed to look at in the Library (or perhaps a NPC who says "I saw an interesting history book on a desk in the back. You might be interested, Young Master."), and for other points maybe have him be a little clearer about where he's headed, and give the entrances to his destinations a distinct look. Even just a guard or NPC in the hall outside who states "This is the Library", or something would be helpful. It might also be a good idea to have the various maids scattered around mention where in the castle you are. It comes off as hand-holdy, I know, but that's not a bad thing at the start of the game.

I was able to get through it fine, but from personal experience making a game, I find that players are a lot happier when they are given explicit instructions on where they need to go with detailed directions on how to get there, and who exactly they need to talk to next. The side stuff is what should take poking around/talking to every npc/etc.

Anyway, sorry if this came off as preachy or anything! Just offering an opinion/suggestions.

As for your other question earlier, my game uses Tankentai, so I don't know anything about Victor's sideview or the Yanfly state script, so I can't really help you there, sorry (though I think Victor made his own state animation script?). :/
author=RydiaMist
I think all you really need to do to fix some of the maps like the castle and perhaps the towns (though those aren't hard to navigate, really), is shrink the size of each individual map, and then combine them into a smaller number of maps. The castle especially feels disjointed because every hallway seems to have its own map, and they all look similar, so it's really easy to get lost.

I'd also suggest maybe putting a sparkle or something on the book Lucius is supposed to look at in the Library (or perhaps a NPC who says "I saw an interesting history book on a desk in the back. You might be interested, Young Master."), and for other points maybe have him be a little clearer about where he's headed, and give the entrances to his destinations a distinct look. Even just a guard or NPC in the hall outside who states "This is the Library", or something would be helpful. It might also be a good idea to have the various maids scattered around mention where in the castle you are. It comes off as hand-holdy, I know, but that's not a bad thing at the start of the game.

I was able to get through it fine, but from personal experience making a game, I find that players are a lot happier when they are given explicit instructions on where they need to go with detailed directions on how to get there, and who exactly they need to talk to next. The side stuff is what should take poking around/talking to every npc/etc.

Anyway, sorry if this came off as preachy or anything! Just offering an opinion/suggestions.

As for your other question earlier, my game uses Tankentai, so I don't know anything about Victor's sideview or the Yanfly state script, so I can't really help you there, sorry (though I think Victor made his own state animation script?). :/


I understand. Correct adjustments to the maps will be made for the next version. And yes, victor did make his own animation script, but unfortunately when i put it in the game, it breaks unless I add another one of his scripts in, which in turn makes the boss death animation play twice. It's weird...but I'll figure it out.
Loop Animation (required for VE State Animations) is bugged to hell. It broke when Victor updated a bunch of his scripts long ago. He never fixed it.
author=WCouillard
Loop Animation (required for VE State Animations) is bugged to hell. It broke when Victor updated a bunch of his scripts long ago. He never fixed it.


That makes a lot of sense now. Well I'll tinker with yanfly's state animations instead then. Thanks!
VE's state animation script was better than Yanfly's because it cycled through each status animation, but I can attest that Yanfly's state animation script works with VE's battle system. It'll just show the animation with the highest priority.
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