|
Post by Strife on Nov 14, 2010 15:20:09 GMT -5
Ah! Have you tried going right and returning to elevator? :3
|
|
|
Post by Poldon on Nov 14, 2010 15:21:54 GMT -5
... What elevator? There's just a circular platform with no way off. XD
EDIT: If there is supposed to be a walkway to the right, then it isn't there. I can walk in circles all around the edge but can't leave.
|
|
|
Post by Strife on Nov 15, 2010 9:41:28 GMT -5
... What elevator? There's just a circular platform with no way off. XD EDIT: If there is supposed to be a walkway to the right, then it isn't there. I can walk in circles all around the edge but can't leave. Hmm... are you continuing the game via the quickload screen? (The black one that starts up with game that has a strongg sapling on it.) If so, try and load your game from the last save point instead.
|
|
|
Post by Poldon on Nov 15, 2010 11:58:38 GMT -5
... What elevator? There's just a circular platform with no way off. XD EDIT: If there is supposed to be a walkway to the right, then it isn't there. I can walk in circles all around the edge but can't leave. Hmm... are you continuing the game via the quickload screen? (The black one that starts up with game that has a strongg sapling on it.) If so, try and load your game from the last save point instead. Okay, that works. It just doesn't make the bridge if you quickload, apparently. XD And now I'm fighting a boss that keeps splitting... Is there a non-spoiler hint as to what I'm supposed to do? I've gotten up to four of him but can't quite kill a fourth. XD
|
|
|
Post by Strife on Nov 15, 2010 12:54:16 GMT -5
Hmm... are you continuing the game via the quickload screen? (The black one that starts up with game that has a strongg sapling on it.) If so, try and load your game from the last save point instead. Okay, that works. It just doesn't make the bridge if you quickload, apparently. XD And now I'm fighting a boss that keeps splitting... Is there a non-spoiler hint as to what I'm supposed to do? I've gotten up to four of him but can't quite kill a fourth. XD Huzzah! As for a non-spoiler hint... You can still enter the other rooms of the dungeon after the fight begins. ^_~
|
|
|
Post by Poldon on Nov 15, 2010 13:48:40 GMT -5
Okay, that works. It just doesn't make the bridge if you quickload, apparently. XD And now I'm fighting a boss that keeps splitting... Is there a non-spoiler hint as to what I'm supposed to do? I've gotten up to four of him but can't quite kill a fourth. XD Huzzah! As for a non-spoiler hint... You can still enter the other rooms of the dungeon after the fight begins. ^_~ Thanks! I figured that out first, I went back to the platform and that is where I'm trapped endlessly fighting him. XD I'll probably either figure it out or manage to kill a fourth, given enough time. XD EDIT: I decided one healing potion might not be enough and went to town, loaded up on supplies and potions, beat him with sudden ease, and ... I don't know how you do it so well, but it keeps getting more and more epic with every fight! So emotionally balanced too!
I'm hoping you aren't overdoing it too early in the game, but from what I hear you've got plenty of tricks up your sleeve yet! XD At any rate I have officially completed the beta and cannot sufficiently express my excitement for what may come!! ^.^
|
|
|
Post by Strife on Dec 14, 2010 16:25:55 GMT -5
Sorry for the late reply, Poldon. ^^; Didn't notice your postedit until now. Anyway, I'm really really glad you like how things are turning out so far. =D I'm kinda wondering myself how I'm going to keep making each boss fight more epic than the last. I know exactly what to do for the Vault (which is the fourth dungeon), but after that I'm not so sure. xD; Quick update. I haven't had much time to work on the game at the moment because of job hunting and taking care of my baby girl, but once I start working on it again, I have a few things on my to-do list. One of the things I'm having trouble with deals with the upcoming pirate cove. I'm having an extraordinary amount of difficulty with the White Weewoo - namely, how I'm supposed to draw it in the game's isometric viewpoint. Our very own Huntress has provided a ton of schematics of the ship in the Guilds section, but I would want to simplify the design to make it easier to draw from multiple angles. (That, and I'd want to use it as a base when drawing Imperium ships.) Once the ship's drawn, I'll need to draw a second version of it that looks moderately damaged, since that will be the ship's condition when the player first encounters it. I may have to use a placeholder for now (like I have with Quendathu) so that I can continue working instead of coming to a dead stop. xD; Aside from that, I was wondering something... Do you guys think the intro dungeon is enough of a hook to keep players interested? I've been considering adding a completely different intro sequence before the dungeon where the tutorial takes place, and then remove most of Calin's tutorials from the dungeon itself.
|
|
|
Post by Omni on Dec 15, 2010 1:46:34 GMT -5
Well, it worked pretty well for me, but I'm a Forumer, so I might be biased.
|
|
|
Post by PFA on Dec 15, 2010 12:38:36 GMT -5
Well, it worked pretty well for me, but I'm a Forumer, so I might be biased. ^ This. XD I mean, since we already know it's Ikkin, our attention is probably caught more by default.
|
|
|
Post by Poldon on Dec 15, 2010 13:25:31 GMT -5
Well, I don't know the real Ikkin much at all, and I thought it was a nice intro. I also have played through it several times, and it's not too tedious, which is always a threat. Yet I think some of it could use a little improvement, I suppose. Of course, I'm just eager to see what it is you had in mind! XD
|
|
|
Post by Strife on Dec 15, 2010 14:20:34 GMT -5
Well, it worked pretty well for me, but I'm a Forumer, so I might be biased. ^ This. XD I mean, since we already know it's Ikkin, our attention is probably caught more by default. True. xD In that case, you guys will probably love the new plotbits in Alpha 4 by default since it includes a whole bunch of other forumers, like Rider, Hunty, Zylaa, Kat, etc. And that makes sense, Poldon. In any case, y'all have been good at providing unbiased gameplay feedback, so I need not worry. :3 I'm still waiting to hear from my other tester outside the forum, but if he doesn't get back to me soon, I'll see if I can find a few more.
|
|
|
Post by Bacon on Dec 29, 2010 17:39:40 GMT -5
So, just as a heads-up since I haven't posted in some time, I'm playing through again, this time I'm making my character even more unbalanced by focusing on STR and completely ignoring INT. I noticed fairly early on that you have some sort of safeguard against minmaxing that prevents STR from being more than twelve points above DEF, it seems?
Found an aesthetic glitch where Mountain Stingers that fly too high will cast shadows in mid-air. XD
Also, I don't know if it's because I had the claw this time or because of my much higher STR stat, or if you made some other adjustments since I last fought her, but the fight against Quendathu seemed much easier this time around.
|
|
|
Post by Strife on Feb 19, 2011 22:37:26 GMT -5
Yeah, I have a safeguard against minmaxing so that things remain relatively balanced. ^_^ Also, Quendathu is definitely easier in the latest version.
At the moment, I'm taking a bit of a break from development since I'm not quite sure how I should approach the next part of the game. I want to aim for a more lighthearted atmosphere after the turmoils of the third dungeon, and I think the key to achieving this is through Rider and the pirates. I don't want them to come off as annoying, though, so I'm going to have to sit down and think clearly about how I want to characterize them. Perhaps they have more Medium Awareness than the other characters in the story and regularly point out things about the gameplay mechanics?
On another note... I still don't feel right about the intro dungeon. It's one of the oldest sections of the game, and I don't think that most players would enjoy going through it more than once because of its nature as an interactive tutorial. Introductions are critical, and I will need something that gives an instant impression of what the game will be like.
Therefore, once I start working on it again, I'm going to scrap about 75% of the current intro dungeon, saving only what is needed for storyline purposes (i.e. Calin isn't going to teach Ikkin anything - he's just going to wake her and get her the heck outta there). In its place, I'll make a new intro sequence that gives players a taste of the kinds of abilities they'll be using later on.
I already have a decent idea of what I want to do, and I think the hardest part will be, once again, drawing the graphics for it. xD It'll be a surrealstic dream sequence that plays in a linear fashion, and Ikkin would have all of the abilities that she does in her Vanguard form. The pirates would make a brief cameo so that the player knows they're of some importance early on, even though they don't show up until much later.
|
|
|
Post by Pacmanite on Feb 20, 2011 9:59:19 GMT -5
The upgrade for the intro sequence sounds cool, Strife, and more in keeping with the direction of the game as it stands now.
I started flicking through TV tropes for some ideas on how to pull off the 'lighter, softer' feel of the next stage of the game, but then I got sucked into a ravenous black hole of tabs and now I'm tired and need sleep. But I do like it when, as you said, characters gain a level of Medium Awareness and cheekily poke fun at the storyline with meta-jokes. In their appropriate doses. ^_^
|
|
|
Post by Bacon on Feb 21, 2011 20:07:40 GMT -5
So, just to make sure I've got this right, this intro dream sequence will go before Ikkin wakes up, right? Also, screenshots that I forgot to post last time... This is what I mentioned in the other post. I wish I could remember what caused this. Somehow Ikkin ended up on the wrong side of Armon for this conversation... or maybe Armon ended up facing the wrong way...
|
|