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Starless_Umbra_20110222_21215133.png
Looks like a Towers of Hanoi minigame. And it looks like he took about ten times as many moves as required to finish this off.
Problem
You're working in 2k3. Does the Scan effect have to be a skill, or could it be modified for use as an ability? (Equivalent to Attack, Defend, any skill subset, etc.)
Should giant shops be broken up?
I recognize it's already been said by pretty much everyone else, but...
If you actually do have that many options, and they are actually all useful at the same time, then yes, breaking them apart would be the appropriate thing to do.
As for manners of breaking it, consider the following: Master/Journeyman/Apprentice relations.
An Apprentice, whether in herbary, alchemy, smithing, or any other field of endeavor, is a rank beginner. They're allowed, as part of their training, to do the most basic of tasks, or more advanced tasks while under the watch of a more trained individual. (This could, in some cases, be a senior apprentice watching over a junior - more often, it's a journeyman or master.) Their work isn't top-line, necessarily, but it's adequate, at least. (It'd better be; the Master's reputation depends partially on the quality of goods he's willing to let loose under his own banner!) It's also fairly cheap, considering.
A Journeyman is an individual skilled enough that he is permitted to work under his own banner. In general, the work of a journeyman is better than that of an apprentice, but not so much so that of the master. A journeyman could be attached to a specific master, taking a hit in personal fees in exchange for what amounts to brand recognition. However, as the name implies, the journeyman could also be a traveling whatever - these would be the kind of individual you'd probably find in the Bazaars and outside stalls that Alex898 mentioned, trying to catch the interest of passing potential customers.
A Master is an individual marked as being at the top of his craft. He produces the best of the best, and charges accordingly. As a result, a master is more likely to have a true 'place of business' than a journeyman would; he can afford to let the people who need his work come to him instead of attempting to drum up custom on his own.
Using this kind of setup, you can provide a few bits of logical back-end detail to the story world as well as breaking the 'aagh! TOO MANY PURCHASES!' problem. Perhaps, for example, the Mastersmith in your town, and therefore his apprentices, only work on swords, spears, and axes? You've cut down on the number of items being displayed in one spot (Low-level set from an apprentice, High-level set for the master, only those few weapons), you've provided a bit of characterization to the world, and you've set room for another shop or stall - Someone wanting a different weapon would have to find a bowyer/fletcher, or an expert in staff-carving, in order to get what they wanted.
I hope this helps somewhat, and I hope I haven't scared you away with the large blocks of text. If so, I apologize.
If you actually do have that many options, and they are actually all useful at the same time, then yes, breaking them apart would be the appropriate thing to do.
As for manners of breaking it, consider the following: Master/Journeyman/Apprentice relations.
An Apprentice, whether in herbary, alchemy, smithing, or any other field of endeavor, is a rank beginner. They're allowed, as part of their training, to do the most basic of tasks, or more advanced tasks while under the watch of a more trained individual. (This could, in some cases, be a senior apprentice watching over a junior - more often, it's a journeyman or master.) Their work isn't top-line, necessarily, but it's adequate, at least. (It'd better be; the Master's reputation depends partially on the quality of goods he's willing to let loose under his own banner!) It's also fairly cheap, considering.
A Journeyman is an individual skilled enough that he is permitted to work under his own banner. In general, the work of a journeyman is better than that of an apprentice, but not so much so that of the master. A journeyman could be attached to a specific master, taking a hit in personal fees in exchange for what amounts to brand recognition. However, as the name implies, the journeyman could also be a traveling whatever - these would be the kind of individual you'd probably find in the Bazaars and outside stalls that Alex898 mentioned, trying to catch the interest of passing potential customers.
A Master is an individual marked as being at the top of his craft. He produces the best of the best, and charges accordingly. As a result, a master is more likely to have a true 'place of business' than a journeyman would; he can afford to let the people who need his work come to him instead of attempting to drum up custom on his own.
Using this kind of setup, you can provide a few bits of logical back-end detail to the story world as well as breaking the 'aagh! TOO MANY PURCHASES!' problem. Perhaps, for example, the Mastersmith in your town, and therefore his apprentices, only work on swords, spears, and axes? You've cut down on the number of items being displayed in one spot (Low-level set from an apprentice, High-level set for the master, only those few weapons), you've provided a bit of characterization to the world, and you've set room for another shop or stall - Someone wanting a different weapon would have to find a bowyer/fletcher, or an expert in staff-carving, in order to get what they wanted.
I hope this helps somewhat, and I hope I haven't scared you away with the large blocks of text. If so, I apologize.
AlienTrees.png
Class_Chart.PNG
It's not the only misspell in there.
Rouge, as noted, should be rogue.
Gaurdian and Vangaurd should be Guardian and Vanguard, respectively.
Magis, assuming you're speaking of the proper singular for magi, (as in Black Mage/White Mage), should be either 'Mage', or if being used properly, Magus. (Side note: The spellchecker for this post doesn't seem to like 'mage' as a word.)
Assasin should be Assassin.
Beyond that, a bit of nit-picking on the name choices:
1) Charmer/Seer. The two types of individual are completely different - given the way you're using it in the advancement chart (as a base class for Archmage and for Assassin), I'd say just use 'Charmer'. A 'Seer' is either a prophet or a diviner, depending on the source, and while 'diviner' might mesh with Archmage, neither set meshes well with Assassin. A 'Charmer', however, assuming a magical background ( since the class has an extension from Acolyte, I'm assuming this to be the case), would work nicely with either - a hypnotist, or one dealing with similar effects through magic, would fit here.
2) Dragoon. I'd have launched this as being based in the Guardian and Lancer classes - Final Fantasy notwithstanding, a Dragoon is a soldier trained in multiple types of combat - the originals were effectively a combination of Infantry and Cavalry, if I recall correctly.
3) I'm having a bit of trouble seeing how you set up your final tier. 'Chief' denotes a certain level of command authority - this one I can sort of see, as the class descends from two military-styled units (Vanguard and Paladin). Lord/Lady denotes nobility - something not directly related to any of your fourth-tier classes. And finally, 'Master' denotes either a direct ownership (slave/master equation) or a guild-type relation (apprentice-journeyman-master), and neither of these really makes much sense when looked at from the perspective of a 'Sage' or 'Genius' base class.
Despite my above complaints, I think the chart looks pretty nice - with the exceptions I noted, all of the classes you've got chained seem to flow together, and you've given a few off-normal items, which ought to make for some interesting gameplay options.
Rouge, as noted, should be rogue.
Gaurdian and Vangaurd should be Guardian and Vanguard, respectively.
Magis, assuming you're speaking of the proper singular for magi, (as in Black Mage/White Mage), should be either 'Mage', or if being used properly, Magus. (Side note: The spellchecker for this post doesn't seem to like 'mage' as a word.)
Assasin should be Assassin.
Beyond that, a bit of nit-picking on the name choices:
1) Charmer/Seer. The two types of individual are completely different - given the way you're using it in the advancement chart (as a base class for Archmage and for Assassin), I'd say just use 'Charmer'. A 'Seer' is either a prophet or a diviner, depending on the source, and while 'diviner' might mesh with Archmage, neither set meshes well with Assassin. A 'Charmer', however, assuming a magical background ( since the class has an extension from Acolyte, I'm assuming this to be the case), would work nicely with either - a hypnotist, or one dealing with similar effects through magic, would fit here.
2) Dragoon. I'd have launched this as being based in the Guardian and Lancer classes - Final Fantasy notwithstanding, a Dragoon is a soldier trained in multiple types of combat - the originals were effectively a combination of Infantry and Cavalry, if I recall correctly.
3) I'm having a bit of trouble seeing how you set up your final tier. 'Chief' denotes a certain level of command authority - this one I can sort of see, as the class descends from two military-styled units (Vanguard and Paladin). Lord/Lady denotes nobility - something not directly related to any of your fourth-tier classes. And finally, 'Master' denotes either a direct ownership (slave/master equation) or a guild-type relation (apprentice-journeyman-master), and neither of these really makes much sense when looked at from the perspective of a 'Sage' or 'Genius' base class.
Despite my above complaints, I think the chart looks pretty nice - with the exceptions I noted, all of the classes you've got chained seem to flow together, and you've given a few off-normal items, which ought to make for some interesting gameplay options.
The Sound of Flames
Timing issues, especially with sound involved, may be dependent on the speed of the system playing them. I had an instance in a 2k3 project I was working with once where I was trying to get a single song to play through exactly once in a battle scenario (that option in the event for choices doesn't seem to work in battles, even if called in a common event), and I thought I'd timed it perfectly there. Not once on any of the other machines I tried to run it on did it come out right.
Go ahead and tune it as much as you can, but realize that there may be some unalterable variables in the equation.
Go ahead and tune it as much as you can, but realize that there may be some unalterable variables in the equation.
colortext.png
If you want to google it, your call. However, if not, or for others who come by, simple explanation ahead.
Computers have only so much available RAM (Random Access Memory) for programs to run in. A program allocates some of that memory from this 'available memory pool' each time it needs some, and then supposedly releases the memory when it's finished with whatever it needed it for, returning it to the pool.
A Memory Leak occurs when the allocated memory isn't needed for anything else, but the program fails to properly release/return it. After this happens several times, a fair amount of RAM can be 'eaten' by such unneeded-but-held items...which means there's less available for everything else to use. In effect, some of the available RAM has effectively 'leaked out' of the pool of available RAM.
Computers have only so much available RAM (Random Access Memory) for programs to run in. A program allocates some of that memory from this 'available memory pool' each time it needs some, and then supposedly releases the memory when it's finished with whatever it needed it for, returning it to the pool.
A Memory Leak occurs when the allocated memory isn't needed for anything else, but the program fails to properly release/return it. After this happens several times, a fair amount of RAM can be 'eaten' by such unneeded-but-held items...which means there's less available for everything else to use. In effect, some of the available RAM has effectively 'leaked out' of the pool of available RAM.
field_screen.png
Erm, what do you mean by 'bare' here, Dezz? The only open areas are broken up by patches of other stuff; the screen actually looks kind of full to me.
Random Number Generation: The death of the Critical Hit
Minor thought, on something briefly mentioned with Max's post - letting the player manipulate the rate of crits.
In the first Breath of Fire game, there was an item called (in the Square-translated version, at least) 'Mrbl1'. I have no clue what that stood for. However, what it did was this: Whichever character you used the Mrbl1 on would automatically make a critical hit the next time they attacked. (I can't remember if these could miss or not.)
If you're so dead set against randomness with criticals, why not do something like that to offset it?
In the first Breath of Fire game, there was an item called (in the Square-translated version, at least) 'Mrbl1'. I have no clue what that stood for. However, what it did was this: Whichever character you used the Mrbl1 on would automatically make a critical hit the next time they attacked. (I can't remember if these could miss or not.)
If you're so dead set against randomness with criticals, why not do something like that to offset it?













