- Jan 23, 2018
- 157
- 302
I'll add the tag to avoid further confusion, thanks for giving it a shotNo matter, i'll take my leave. Good luck dev.
I'll add the tag to avoid further confusion, thanks for giving it a shotNo matter, i'll take my leave. Good luck dev.
I have uploaded a version with a fix for this, redownload the gdrive file again, i will update the rest of the links at a later pointError at the beginning, I downloaded it from GDrive about an hour ago.
I played before but I decided to start a new game since I had some free time, that error is from the MC's first words in the game.I have uploaded a version with a fix for this, redownload the gdrive file again, i will update the rest of the links at a later point
Out of curiosity, have you played the game before? I am trying to figure out where these errors are coming from and could use some pointers, as it shouldn't be occurring naturally
I see, my bad not placing the check at the start of the game as well then. Well, live and learnI played before but I decided to start a new game since I had some free time, that error is from the MC's first words in the game.
I tried, glad that it's noticeableUp to date with the game, there's an obvious quality increase both in scenes and writing this version so good job.
There are plans for future unit upgrades and i want to test something else for them as well after i made the ai teams. I agree, right now using units is mainly to fill the slots. The idea was to make a player choose a composition that fits the task and fill the gaps with the units. There are a few more unit types coming soon as well as a different enemy composition for me to test my ideas on paperI understand your mob soldiers are watered down versions of Raven and Heim, that's good and all but the tanks are too watered down, mob-archers are somewhat useful for the range so I suggest you at least give the tanks shield charge to make them better.
Finally someone noticed! I am trying to spice things up with those, i don't want to make them obvious as it's kind of part of the fun, i am trying to push a player a little bit towards it by using the dialogue. I don't want the secrets to be too important, they are kinda just small bonuses to find, it would feel bad if there was something substantial and missableThe secret in the mission I got by rushing to the general is the scene with the soldier right? If you include more battles like that please make a more clear sign that there is a secret scene obtainable because it was a bit hard to understand.
I am aware that some of the roles are harder to train and don't feel as useful as others. Partly due to the lack of content variety (if i made more enemy types, the balance would be more fluent, and i am going to work on it to achieve exactly that). The exp system could use some additions, i wanted to add exp gain from tanking, but that can be easily exploited and i already have one person constantly grinding. There are other ideas that i am going to try, like giving exp for skill use. That is a valid point and needs my attentionThe mob soldiers quality is a problem mainly because the exp used to raise them is subjected to the damage they deal on the field and that's not good for tanks, maybe making an universal exp pool for mobs could solve that.
This is an interesting point. I hate missable content, i fucking hated that chest in town with the spear (? i think it was a spear) with random drop rate in FFxii. Would it be better if it was removed? That is hard to tell. Let's say i add an optional objective to the map as all it would take is to make a simple ui window with objective text (the backend already allows it). Ok, now more people are able to not miss it, all good, right? In a way, but it would also turns into that annoying checkbox that most modern games are full of. Do this, get reward, don't do the other thing. When i know there are missable things in games, i try to research everything i can get my hands on to avoid missing it. I will do it even if it costs me the enjoyment of the game. But there are people who would find it fun. There is a guy on my discord that restarted the game to find more secrets, i want to assume it's because he finds it fun, wants to fiddle around, scour the dark corners so to speak. It's fun when you hit a wall in dark souls and you find something behind it (although not the best example, because you can go back in dark souls). And some people who are more competitive, take pride in finding something first. I like experimenting with games and dislike the games becoming too formulaic, and also, maybe this feature is more for me than for users. I like hearing that someone stumbled upon those and the joy from that and from the fact that there are those that play and find it interesting keeps me going, so it has some merit to it as well. The only way to please everyone is to make a bland ubisoft-like that nobody will care aboutno need for the secrecy.
I get where you are coming from with the secrets, it could potentially ruin the game but only if the secrets are designed with hate, at least the one I found (don't know if there are more) is mentioned lightly at the beginning and all it takes is to risk your characters maybe even sacrificing one or two on the way (My Heim tanked everything like a champ so no losses here), making secrets at that level of difficulty with your promise as Dev that the secrets are not game-changing, will motivate players to get them without killing the fun.This is an interesting point. I hate missable content, i fucking hated that chest in town with the spear (? i think it was a spear) with random drop rate in FFxii. Would it be better if it was removed? That is hard to tell. Let's say i add an optional objective to the map as all it would take is to make a simple ui window with objective text (the backend already allows it). Ok, now more people are able to not miss it, all good, right? In a way, but it would also turns into that annoying checkbox that most modern games are full of. Do this, get reward, don't do the other thing. When i know there are missable things in games, i try to research everything i can get my hands on to avoid missing it. I will do it even if it costs me the enjoyment of the game. But there are people who would find it fun. There is a guy on my discord that restarted the game to find more secrets, i want to assume it's because he finds it fun, wants to fiddle around, scour the dark corners so to speak. It's fun when you hit a wall in dark souls and you find something behind it (although not the best example, because you can go back in dark souls). And some people who are more competitive, take pride in finding something first. I like experimenting with games and dislike the games becoming too formulaic, and also, maybe this feature is more for me than for users. I like hearing that someone stumbled upon those and the joy from that and from the fact that there are those that play and find it interesting keeps me going, so it has some merit to it as well. The only way to please everyone is to make a bland ubisoft-like that nobody will care about
I will not, hovewer, make something important missable, like say a character. The bonuses are small and most people won't care they missed those, most won't even know they did. And there will always be a slight hint. As for the side objectives, maybe one day i will have an idea where to utilize them
Yeah, that was kinda the goal i was aiming for, exploring that boldness part of Kreios characterall it takes is to risk your characters
Give you my word, something like that is indeed cruelPlease never make secrets depending on RNG like kill x character in 3 turns and that can only be done by scoring a crit
If the general is the first secret I can't even being to imagine where is the second one, I've done every quest/sidequest after that and there was no sign of the second secret, that is exactly what might frustrate players though....Good luck finding the second one. Yes, i am a little bit evil
Technically the one you have found is the second. The first in a way that you found it, second in the timespanIf the general is the first secret
Maybe, i was expecting some heat for doing itthat is exactly what might frustrate players though....
From my experience in this forum you are playing with fire, either you get your way and people start writing walkthroughs and mods for your game boosting its fame or they say "fuck this shit, not worth it" and gets completely ignored.Maybe, i was expecting some heat for doing it
Or maybe some frustration is worth it in the long run if it sparks a conversation
Or maybe someone gets pissed and goes hunting while shouting "eat shit dev, i will find this stupid secret"
Or maybe someone joins in and tells the rest how they found it
And then they will all be frustrated because of the unlock condition, which i will likely not use anymore as i was testing stuff out
And then even more frustration because it was the very first event that i did and it sucks
Who knows, but that's the beauty of it
Absolutely, the gaming came a long way since i first encountered it. Some things definitely have been outlived and certain things and features are commonplace, not without a reason. It's a constant battle for me, testing new stuff, trying to make things do what i want them to do, trying not to go too far off the track. Last year has been a blast, even though this is where all my free time went into, learning to code, learning how to set up scenes, how to put my ideas on paper. My idea is that if i have fun, it is easier for me to translate it to the players, when i first started i was kinda half assing it and it showssome of them are used for a reason
I am kinda harsh on myself when it comes to that, probably why i don't open a patreon yet. It is as you said, a frame for something, but very little something in it for now. Still a lot of things to do and learnI see your game as "complete" in a way, the frame is done and you only need to iron details so don't get negative you are doing a great job, my complaints before are about tiny things.