ASHEN_HEAVEN'S PROFILE
Lurker and occasional poster. If you want a beta-tester who's going to focus on the non-technical side (like dialogue, plot, character, etc), just give me a PM. 8D
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Title_Scene.jpg
A Farming We Will Go…
Coolness! 8D
From what I get though, it means that saving isn't available directly in the menu (unless owning a house makes it so). The cooking system reminds me of Tales series. The gardening...I'm curious about how it works. XD The challenge is to make these features worth it. Like, why cook if I can avail of healing/stat buffing items over at the merchant's shop? Why bother gardening if it is (for example) time-consuming? Stuff like that. XD I guess it'll be coolness if we get stuff exclusive to these activities.
From what I get though, it means that saving isn't available directly in the menu (unless owning a house makes it so). The cooking system reminds me of Tales series. The gardening...I'm curious about how it works. XD The challenge is to make these features worth it. Like, why cook if I can avail of healing/stat buffing items over at the merchant's shop? Why bother gardening if it is (for example) time-consuming? Stuff like that. XD I guess it'll be coolness if we get stuff exclusive to these activities.
Farm.png
I really like this map. :) Maybe a little more 'accent' stuff (rocks, weeds, haystacks, stuff like that) but this one's good as it is for me. XD
Screenshot001.jpg
Looks better now. And for some reason, I find the different stance of Veinhart's sprite to be oddly cool. 8D
(And oh, I actually noted it first in another post but...am I seeing Ragnarok Online references with 'Double Strafe' and a character named 'Judia'? XD)
(And oh, I actually noted it first in another post but...am I seeing Ragnarok Online references with 'Double Strafe' and a character named 'Judia'? XD)
MarianNewStyle.png
Forever's End: Episode One Released!
Main_Battle_System__002.jpg
Cool battle screen! The graphics are awesome. The sprites look neat, but a little small - it gets lost in the background. XD
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“Hide-N-Seek Monster’s we be!”
What I have at the top of my head is the one used in Vacant Sky - black spheres that wander around the map. That's what I thought when I read option 2. I guess you have to take into consideration the lighting/floor tiles of the map as well as the size of the indicator, since said indicator should be visible...or not, if that's the effect you want (I'll call that fake difficulty though XD).
Regarding option 3...I wouldn't really mind if the humanoid 'encounter indicator' is used for all types of monsters. It's just an...indicator for me. So it's either 2 or 3. XD
As for the SZs, a little respite from an especially long/tedious map would always be welcome. Putting them before boss fights/branching point (if the game has multiple endings) is also a plus for me. The events is a cool idea too! (Reminds me of the inn cutscenes in Tales of the Abyss) XD
Regarding option 3...I wouldn't really mind if the humanoid 'encounter indicator' is used for all types of monsters. It's just an...indicator for me. So it's either 2 or 3. XD
As for the SZs, a little respite from an especially long/tedious map would always be welcome. Putting them before boss fights/branching point (if the game has multiple endings) is also a plus for me. The events is a cool idea too! (Reminds me of the inn cutscenes in Tales of the Abyss) XD