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Monday, February 14, 2011

Testing and Discoveries

Hello people.

I had some friends play the game in it's current state in order to gauge how well the game runs and is designed, as well as how well written the game is thus far.

I came away with some very interesting results, and thus, some changes were made.


This interface should be familiar. Okay, not really, but the idea should be.

Field tools will be making a return to SEM. It just has to be done. Dungeons are bare and merely strolls through the scenery without them. So as it has been suggested, Field tools should return in order to mix up exploration once more.

The tool menu is tied to the same process as the main menu, so it was relatively easy to create it. It only took about ten minutes in fact! But that's besides the point here. The menu is tied to the shift key and when pressed, this interface will slide in from above. You merely press left or right to move the highlight over the tool you want and then cancel out.

All the tools from SEB, minus the watercraft, make a return. A slashing action replaces it, and a new tool called the 'Memory Fragment' is also available. This was included based on the point that dungeons were long and save points were few and far between.

Memory Fragments are consumable saves. You open the tool menu and select it with Z/Enter. If you still have  fragments, then you will be prompted to save, and then a fragment is consumed. When you enter a dungeon area, you are given three fragments. No more, no less. Once you run out, that's it. Your Memory Fragments are replenished when you leave and enter a dungeon area again.

And on the subject of the design of the areas where you can use tools; they will not be as obvious as SEB with panels or glaringly obvious recurring cues being placed around. You will have to experiment.

And that's all for this update. Have some art!

Tuesday, February 1, 2011

Updates

So I've been doing some work. Obviously. But yeah. Have some screenshots.


At the top left, Battles have received some additional interface in my effort to not hide any information from the player. This time, it's a counter to show just how many uses you have left on your command skills. This way you won't screw up and waste turns trying to reload those commands only to get an 'already active!' message. Wasting turns would be a HUGE disadvantage in this battle system and I don't want that to happen!

Timecards are an enemy system, don't worry about that right now. No enemy has utilized it just yet. The interface is just there for now. But it will be used soon! = v =

I am also working vigorously on story events as you can see in the top right! I don't want to spend my life tweaking the mechanics! Right now I'm nearing the end of the events for Day Two. I just need to complete three more events. But unfortunately those events require sprites. God I hate getting stuck in spriting limbo which forces me to stop event creation, which in turn brings the game to a grinding halt. It's infuriating really. = ^ =

At the bottom right, we have the Soul Crystal system. Nothing's different. But I did take the time to fully edit the spell descriptions to tell the player what special effects each spell has! So that should help in deciding what spells to get.

Otherwise that's it from me! I will continue working and things will fill out as we finish them!

Have some art in the meantime.