PUDDOR'S PROFILE

Puddor
if squallbutts was a misao category i'd win every damn year
5702
aren't you tired of being nice? don't you just want to go apeshit?

there's words for people who use AI instead of hiring artists and I'm not allowed to use them here, but i hope they know i'll see them in the northern territory
Nachtheulen
Two vampires. One plot to change all they know.

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These stats are loosely based on their Theatrhythm stats, and the fact that Re:Coded's Lionheart/Metal Chocobo are designed around supreme Speed/Strength respectively.

There is a high chance I will be fiddling with their stat tables a little, depending on how things go when they reach higher levels.

Revive the Dead Feedback

Yeah, I'm planning on it. Kumo's Core abilities aren't very strong, while Levi is the opposite but becomes very drained very quickly if he uses them in access (blood mage, essentially).

I did have to cut something from the original draft of Episode Zero that portrayed Kumo's powers a bit more explicitly, but I'll probably be adding it back in when I release it with the animated sprites.

But yeah, I was waiting for someone to ask! I felt it was a pretty odd line and (I'd assume) most people can't sense living beings via their water composition, so the fact it got no inquiries made me raise an eyebrow (I suppose people expect an explanation as the game progresses?)

There's a little bit more to it all, but that's something to be covered plot wise and as their abilities develop.

Revive the Dead Feedback

Yeah the balancing is really off. I'm working on addressing it, but battles ended up being the last thing I did, and it really shows unfortunately :C

I really appreciate this feedback though! A lot of the things you've mentioned can mostly be chalked up to time constraints (I started two weeks late) but it's really helpful for the overall progress of the game.

You're the first person to mention Levi's dialogue about water composition, interestingly enough!

Essentially, Levi has very strong abilities when it comes to water (he's water elemental where Kumo is Core- it's why he's weak to Lightning). He can't actively use them too much because they're very exhausting (something that will come into his skillset in later releases), but he has ""passive"" abilities as well, like sensing water sources.

The powers Levi and Kumo hold are the main reason they're such effective mercenaries despite their ages.

Revive the Dead Feedback

Did you download the new version? I didn't catch that bug til the last minute but I removed it in the RTP independant version. Sorry about that!

And yeah the selection cursor isn't ideal. The HUD is designed for animated battlers so there's a bit of incongruity with the temporary front view system.

System



Additionally, Rank also refers to your overall mission score, in the same way the Dollet Mission was scored. Commander or no, if you screw up you screw up. It's not based on time; it's based on effective decision making.

Screw time-based ranking.

RSW Prototype Feedback

At the moment Deling City is genuinely suffering from bad level design, and it doesn't transition well because of it. There are two maps missing, in essence; the connecting map between the two arches, and the lower parts of the arcade. As a result there are about-face teleports, not to mention some of the locations to the teleports take you to are messed up. There's no way I'm going to leave that as it is.

I'm definitely not a level design pro, but I know I can't just duplicate exactly; it's an impossible task along with being a silly one. It was something I kept in mind and took steps with regarding Winhill; the original map with the item shop got broken up into three maps, which in total are about 70-80 tiles in length. I don't think it feels painfully long, and the maps serve a purpose (there are residencies in both) but weren't present in FF8; I couldn't do it because of perspective, and I wouldn't even bother to try.

That said, I'm going to try to take this to heart as much as I can; there's still plenty of mapping to be done and I don't want to leave the player with a linear experience. I do prefer cosy interiors, but some current maps do cross the line and I would like to remap.

Other points:

I do agree the brush strokes could use some refining in the logo, but I don't believe something very crisp would look right. I made the decision a while back of what I wanted for SLH's logo, and this one pretty much reflects it; it's a design choice for consistency's sake with the original game. My own art does differ in ways from Nomura's, so I'm not going for complete emulation here, just enough to get the vibe right.

Interface...I didn't get a chance to run through the Command menu with others since the remake of the system took place over a few days, so I'm curious as to what made it hard to navigate. The menu wasn't designed for FF8 emulation, it was designed to serve its purpose; you equip your commands and you can see the result of doing so directly via the statistics displayed up the top. In the original menu I found myself going back and forth between Command/Status so I recognized the issue and took steps to alleviate it...

There's no real point in completely emulating instances which aren't relevant anymore. The 'Skills' menu mockup looks nothing like the one in FF8 since you only use it for the purpose of curative spells; it's designed for that purpose, nothing else. Your skills are displayed in the command menu and will most likely be viewable alongside other stats inside the Status menu, so showing the list again would be pointless.

Battles are still very much in refinement stage, but I'll keep that in mind about navigating targets. I have experienced some dissonance there so I would like to fix it and aid battle flow a bit more.

Difficulty isn't final...and I did not have a lot of time to test the boss. The difficulty curve you see here is a result of undertesting rather than deliberate decisions made to make the boss hard. In fact it should have been easy; this level is, as you said, designed to introduce the player to the operation and mechanics of the game.

The boss graphic was actually a very old, pixel traced battler from Cosplay Crisis; which was not animated. This game is. The actual boss for the segment isn't fully designed yet, let alone pixelled, so a placeholder was in order.

I'm going to keep what you've said here in mind, definitely; I too want this to be an enjoyable experience without solely relying on nostalgia and I've said it to my coder several times; we're not going to be able to fly on 'nostalgia' for an entire game, it just doesn't work like that. The gimmick will wear thin and when it does I want there to be a solid, well-written and fun game underneath it. I want to take steps in making my own design choices and thinking about what fits and what doesn't in the overall scheme of the entire game as a whole and not just one demo or one 'disc', and not just in regards to FF8. I don't want this to be a game that lures in players and gives them nothing decent in return, that relies on ancient design and nostalgia gimmicks to keep it afloat.

Thank you for playing and giving fair, honest, and detailed critique; I love critique and know it's one of the most valuable parts of the design process. We've knocked heads a few times in the past, but I think that's mainly because I'm a stubborn goat and got defensive, and in reality I wasn't satisfied 100% with what you were pointing out, either. Which is probably why I got defensive in the first place! I'm bad like that ^^;




RSW Prototype Feedback

@Amaterasu: as kind of given away by the fact you can open the menu during the title, it's evented. The particle effect in the beginning was made with particle illusion and is 30 individual frames sequenced together.

There should only be miss with him dodging out of the way, since I disabled the miss pop-up all together I'm not sure why that's occurring. (it needs to be brought back for certain spells)

Osmose is working as intended :3 MP is a valuable resource...as with everything.

And with the teleports, because I didn't make the demo in the main project file the map IDs are different, so I have no choice in the teleport remaking ^^;

I'll probably add a sound effect to critical hits; shouldn't be too hard since I think there's a separate sequence for crits.

RSW Prototype Feedback

No, it doesn't. Different system.

RSW Prototype Feedback

Yep I hate those too, and I'll admit completely that the teleports are screwed up in this version (the deling path should lead to the shorter of the two Arch maps, since the long, downward facing road leads to the fountain.) I have to redo the teleports anyway (no choice! problem when a demo is developed out of the main game, hurr) so that and the right to left issue will be fixed.

Yeah I think limit breaks are kind of a standing point and representation of FF's broken nature as games. They've been slowly phasing them out or substituting them for high cost skills of the same calibre (Quickenings used an entire MP bar if done to the maximum damage point and things like Army of One and Highwind used 5 ATB charges in FF13). That's pretty much the same approach here, except they also have the additional cost of taking up one of your command slots.

RSW Prototype Feedback

-I'll be redoing all the teleports, however so long as it is only 90 degree turns (say, running left and going into a downward or upward direction, but not right) I don't see a problem, and there's not much I can do about it anyway unless I'm expected to redo all those maps.

-Ok, thanks for that. Sometimes the parallax dimensions are a little off by one pixel (I don't know why) so I'll fix those up.

-???? is level 89 and intentionally overpowered for this sequence. The scene at the end resulted in him being de-levelled back to beginning-of-game status.

-I'm redoing attack, but the animation was based on his Dissidia opening slash; I.e if you attack as a battle starts he'll perform an upward swing.

-Animations are built for actor use, not enemy use; I'll need a way to get around that with direction specific animations (which will most likely NOT be 'redoing the whole animation and just flip every frame')

-Majority of animations were placeholder, the only one really not being so was the cast one (and that will be different for enemies).

-Death to Limit Breaks.
(his limit break skills are now regular skills with MP costs and cooldowns and etc. His build for this part is meant to have Beat Fang and Fated Circle, but neither animation is finished, nor is his victory pose.)


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