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RSW Event & game name decided!
Main story complete
I don't find that inevitability scary, purely because it's inevitable. There's no risk of failure (that I saw in game?) and you can't control the outcome, so it actually reduces the fear factor imho.
Given even one or two small choices and suddenly it becomes tense, because you know that if shit goes down now, it's your fault. You have to make a decision, and making decisions is more nerve-wracking than just being told what's going to happen whether you like it or not.
Not that I'm complaining, but I think the game could be improved with just very small things; it doesn't need a big branching segment or anything. The time in the cabin is the best bit because it's up to you to wander around and find out what to do next, to check outside the windows and see how the others are doing. Even though nothing changes the end result, that bit of control creates more atmosphere than just reading a description.
But then again, I'm just a visual/kinetic person, so I'll always go with that choice.
Either way; looks good so far. The atmosphere is done well and the visual management is good. Bit fast-paced, but it doesn't detract from it. Keep it up~
Given even one or two small choices and suddenly it becomes tense, because you know that if shit goes down now, it's your fault. You have to make a decision, and making decisions is more nerve-wracking than just being told what's going to happen whether you like it or not.
Not that I'm complaining, but I think the game could be improved with just very small things; it doesn't need a big branching segment or anything. The time in the cabin is the best bit because it's up to you to wander around and find out what to do next, to check outside the windows and see how the others are doing. Even though nothing changes the end result, that bit of control creates more atmosphere than just reading a description.
But then again, I'm just a visual/kinetic person, so I'll always go with that choice.
Either way; looks good so far. The atmosphere is done well and the visual management is good. Bit fast-paced, but it doesn't detract from it. Keep it up~
Plans thus far!
Edited the post a tad; the idea I left out was Shuttle Missions, which I've managed to implement (also got a screeny up, although it doesn't show a whole lot)
As for classes unlocking at levels...well, I've been toying with the idea of adding requirements to unlock the classes, but not sure whether or not I want to. The idea was that you always have access to your classes and characters and only small bonuses from levels and gear are acquirable over time.
Although I also don't know how to code in a class level requirement with the script.
The obvious idea I had was to just make a mission that would unlock it, but am still deciding between that and just having it freely available.
As for classes unlocking at levels...well, I've been toying with the idea of adding requirements to unlock the classes, but not sure whether or not I want to. The idea was that you always have access to your classes and characters and only small bonuses from levels and gear are acquirable over time.
Although I also don't know how to code in a class level requirement with the script.
The obvious idea I had was to just make a mission that would unlock it, but am still deciding between that and just having it freely available.
Updated: Demo v1.2
Note:
Updated with v1.1
I realised that I completely stupidly forgot to remove the "blow fish" skills from the skill set. They exit purely to help me gauge enemy hp amounts at various levels for troop tests and are (fairly obviously, I suppose) not intended as real skills.
The few downloads before I updated this won't be affected, as they won't cause any bugs or affect gameplay; you just have to....not use them, I suppose.
Or you could use them, but it'll kinda kill the challenge! :D
Updated with v1.1
I realised that I completely stupidly forgot to remove the "blow fish" skills from the skill set. They exit purely to help me gauge enemy hp amounts at various levels for troop tests and are (fairly obviously, I suppose) not intended as real skills.
The few downloads before I updated this won't be affected, as they won't cause any bugs or affect gameplay; you just have to....not use them, I suppose.
Or you could use them, but it'll kinda kill the challenge! :D
Updated: Demo v1.2
If you played through the Alpha then you probably won't see many differences until the Tower at the end, but there should be enough wee improvements that it runs smoother than the Alpha did; that ran very mechanically, this should run a lot more naturally. Either way; hope you enjoy it~
Well then; flavour time!
There are five "secret" maps dotted around the Country Map that have no indication where they are and just kinda whisk you away into a new map without warning.
In the test version, two of them are pointless except for Elixer pickups (old man walking, and river tent), one of them is purely there for herbs and an Elixer (the flower patch), another is a road merchant who sells you bundled goods cheap, and the last is a scene where you get a chance to rescue a girl and child from Imps (there's a screeny of this one in the Images section).
I increased the drop rate a wee bit. I think I agree that it is a touch too low; even with steal, you can only steal/drop one at a time when you need several. Wasn't a big increase, but it should help speed up collection.
You're finding the Mugger the hardest? Interesting that, since I had most trouble with the Lady. Hopefully this is just down to a "depends what you equipped", which was the intention after all.
As for now, have the final dungeon/boss of the country made and planted one of the Midnight Monsters.
In the test version, two of them are pointless except for Elixer pickups (old man walking, and river tent), one of them is purely there for herbs and an Elixer (the flower patch), another is a road merchant who sells you bundled goods cheap, and the last is a scene where you get a chance to rescue a girl and child from Imps (there's a screeny of this one in the Images section).
I increased the drop rate a wee bit. I think I agree that it is a touch too low; even with steal, you can only steal/drop one at a time when you need several. Wasn't a big increase, but it should help speed up collection.
You're finding the Mugger the hardest? Interesting that, since I had most trouble with the Lady. Hopefully this is just down to a "depends what you equipped", which was the intention after all.
As for now, have the final dungeon/boss of the country made and planted one of the Midnight Monsters.
Well then; flavour time!
Oh, there are some free coins just from walking around (triggering a cycle of switch-events that are in each map in town) just to help supply some extra cash. There will be more interactive objects than there are now, though. There are only a handfulright now, but I'm intending to make most of them have at least some function, if even only a text box.
As for monster drops; that's something I was leaving up to this test to check on. It's very possible the drop rate is too low, at least considering you only get 1 mat per drop anyways, so that may get increased to help out.
As for monster drops; that's something I was leaving up to this test to check on. It's very possible the drop rate is too low, at least considering you only get 1 mat per drop anyways, so that may get increased to help out.
Well then; flavour time!
@Wyvernjack:
1/ Not all the barrels in the town are interactive. Do you mean you're having trouble finding the ones that are, or am I misunderstanding you?
2/ "Among the monsters"? Do you mean drops or steal items from monsters, or do you mean literally having pick-ups in the middle of monster groups more?
Thanks to both of you for getting back to me again; good to know. Have already stared on adding more in~
1/ Not all the barrels in the town are interactive. Do you mean you're having trouble finding the ones that are, or am I misunderstanding you?
2/ "Among the monsters"? Do you mean drops or steal items from monsters, or do you mean literally having pick-ups in the middle of monster groups more?
Thanks to both of you for getting back to me again; good to know. Have already stared on adding more in~
Alpha Demo ready for Testing (hopefully!)
Made a wee page where I'll keep track of any bugs that are found. With any luck, the list will be short.
http://rpgmaker.net/games/4763/testingchanges/
http://rpgmaker.net/games/4763/testingchanges/
Alpha Demo for open testing and fun times! :D
Night doesn't stop you from doing anything, but there will be a feature added to allow you to pass time so you can choose to go out when it's bright.
The time will serve more of a function later on, for now it's mainly just to determine how bright it is and as story flesh.
The weapon cycles were originally intended to pop up just above the characters head, but I can't ever seem to get pictures working for the life of me, so need to keep going over that until I can suss it, somehow.
Cheers :)
The time will serve more of a function later on, for now it's mainly just to determine how bright it is and as story flesh.
The weapon cycles were originally intended to pop up just above the characters head, but I can't ever seem to get pictures working for the life of me, so need to keep going over that until I can suss it, somehow.
Cheers :)