LIGHT487'S PROFILE
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Onward and.. onward.
So, a week and a bit later I finally have the internet on at home. I've been sick the last couple of days so plenty of time to spend on the project. I've completed the entire Fortress section of the game now, including storyline that twists and turns a little more to keep the intrigue and mystery ramping up. You get more information but it poses more questions than when you started, which I think is the best way for a story to branch and twist and turn. :)
I'm just getting everything back up and running internet-wise, so I should have some new screenshots and a video shortly.
I'm just getting everything back up and running internet-wise, so I should have some new screenshots and a video shortly.
Demo v1.01 Almost Done
Getting closer to the new release now. I've had to playtest a number of sections again to ensure the new skills are not just working but are balanced as well as of benefit to the player beyond the level the player receives them. Juliette will also be given another skill early on as well to spice things up. I've added tips/help when new things occur (like the first time a new party member joins etc). I've tidied up a lot of the areas people mentioned, added a bit more interactivity (even a couple of places where the lights can be turned on and off (though this is quite experimental right now). All in all a lot of extra polish to make the game a lot more solid. Hopefully will release by the end of the week.
Demo v1.01 Almost Done
author=edchuy
I am glad to see you have taken into account some of the things I mentioned in my feedback.
Of course! :) I take all feedback seriously and think about ways I can use that feedback to improve the game. It might not be exactly what was asked for but it is definitely used to think about how I might change things. Like the save thing.. one person said they'd prefer to have 'save anytime' but I really want the save system to be a 'save crystal' setup.. so I've added more crystals and moved the first crystal earlier in the game that addresses the main issues that person (and others) might have been concerned about.
I do have a strong vision for the game but that doesn't mean I am perfect :) hehe
I'm actually deciding whether to allow Ignatius to keep the dual-wield but remove the extra attack.. because it might make him more versatile and customisable. Since he is an automated battle companion, being able to customise him more I think is of great benefit to the player.
Anyway.. still a couple of days of adding interactivity to go before the release of the update :)
Creating the first demo release..
Ok, so I've managed to halve the filesize down to around 110MB now for the files "with RTP" included.. so it was definitely worth going to trouble of removing the unused files. I've tested the files work by putting them on a laptop that has never had a single rpgmaker game on it and it works great. :)
Creating the first demo release..
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