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August update
For what it's worth, I've been doing some research and plotting out some of the story to prepare for getting back to making the game. Officially the project will remain on hiatus until I have something new to show and assurance that the project will continue.
The first demo is released on account of RSW
Apparently I've forgotten to give dialog to the frogs in the houses in SimaFort, or the pink ones that have some filler text is entirely wrong. Oops. A few cases of words getting cut off have also been found, missing letters, all that good stuff. My brother is very thorough.
The first demo is released on account of RSW
Thank you for taking the time to play and write the feedback!
Regarding the encounter rate, I originally had it set to 35 steps. But I had a friend playtest and he got through two entire rooms of the first forest, clearing the first quest, without getting a single encounter. That's a sign of too low an encounter rate.
So in this demo it's at 30 steps. I could maybe decrease it to 32 or 33, no more than that. Any lower and it wouldn't have that authentic oldschool difficulty and quality. Then again, RM2k random encounters are truly random. Sometimes you take two steps, sometimes twenty before the next battle.
I could definitely add some text for when you search through pots and drawers. Good suggestion.
Regarding the encounter rate, I originally had it set to 35 steps. But I had a friend playtest and he got through two entire rooms of the first forest, clearing the first quest, without getting a single encounter. That's a sign of too low an encounter rate.
So in this demo it's at 30 steps. I could maybe decrease it to 32 or 33, no more than that. Any lower and it wouldn't have that authentic oldschool difficulty and quality. Then again, RM2k random encounters are truly random. Sometimes you take two steps, sometimes twenty before the next battle.
I could definitely add some text for when you search through pots and drawers. Good suggestion.
The first demo is released on account of RSW
Thank you very much for the comprehensive feedback! I'm glad it wasn't utter misery for you to slog through :)
The wrong choice of word after the Tuntar cave has been fixed, but I haven't located the problematic contraction. Guess I'll play the game myself and keep an eye open.
My desired difficulty level is that you shouldn't have to buy the strongest weapons and armor in every new area since they're probably too expensive anyway, but the second strongest will make things adequate.
A few monsters (Devil Kid, Biruburu) have a higher critical hit rate, but most monsters and all party members except Morton have a crit rate of 5%. It doesn't sound like it'd be too much, but I guess RM2k favors those odds.
Yes, blindness should persist after battle to make Eye Drops useful. Status effects in random encounters really wouldn't matter if they all went away after battle, though it makes sense that the sleep status wears off.
More character development is coming up very shortly after where the demo ended. I've been reluctant to write in a lot of party dialog since most NES games had all-mute parties, but it wouldn't be a Breath of Fire without a well-defined cast.
The wrong choice of word after the Tuntar cave has been fixed, but I haven't located the problematic contraction. Guess I'll play the game myself and keep an eye open.
My desired difficulty level is that you shouldn't have to buy the strongest weapons and armor in every new area since they're probably too expensive anyway, but the second strongest will make things adequate.
A few monsters (Devil Kid, Biruburu) have a higher critical hit rate, but most monsters and all party members except Morton have a crit rate of 5%. It doesn't sound like it'd be too much, but I guess RM2k favors those odds.
Yes, blindness should persist after battle to make Eye Drops useful. Status effects in random encounters really wouldn't matter if they all went away after battle, though it makes sense that the sleep status wears off.
More character development is coming up very shortly after where the demo ended. I've been reluctant to write in a lot of party dialog since most NES games had all-mute parties, but it wouldn't be a Breath of Fire without a well-defined cast.
The first demo is released on account of RSW
The first demo is released on account of RSW
Oops, that's what I get for not including all the RTP files (of which I use none.) The link is updated, or you can download the dll file separately from http://www.rpgrevolution.com/download/harmony.dll_20.html and put it in the folder with the game.
First progress report
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