- May 12, 2018
- 427
- 751
Lets see~
1. Talk button is not implemented yet. I have couple ideas for it, but so far it should work like:
you press it, you choose from small list of options - taunt, chat, seduce, etc. Which will give some buffs or debuffs based on enemy team or leader.
it may be possible to provoke lewd debuff from enemy on specific character, and so on.
2. Its not actually that easy :| Currently defeat works as "last pair", basically last standing character and monster who dealt final blows, give you gameover CG as pair. If we add self-KO function, there is no pair, so i'm not sure... i can add it with randomization, like random KO scene from enemy team composition, but that random stuff may be disliked.
About 32bit.
There WAS 32bit version, butwe disabled it for time being.
Currently ingame CGs and animations have good quality and resolution without much encoding, going for 32bit would mean either compressing them and losing quality, or we need to go really deep into Minecraft-style chunk loading and other optimization methods.
32bit version means we have only 2Gb memory to operate, thats pretty harsh limitation.
Atm you dont see much of loading screens, long delays while changing locations and other nasty stuff due to 64bit.
1. Talk button is not implemented yet. I have couple ideas for it, but so far it should work like:
you press it, you choose from small list of options - taunt, chat, seduce, etc. Which will give some buffs or debuffs based on enemy team or leader.
it may be possible to provoke lewd debuff from enemy on specific character, and so on.
2. Its not actually that easy :| Currently defeat works as "last pair", basically last standing character and monster who dealt final blows, give you gameover CG as pair. If we add self-KO function, there is no pair, so i'm not sure... i can add it with randomization, like random KO scene from enemy team composition, but that random stuff may be disliked.
About 32bit.
There WAS 32bit version, butwe disabled it for time being.
Currently ingame CGs and animations have good quality and resolution without much encoding, going for 32bit would mean either compressing them and losing quality, or we need to go really deep into Minecraft-style chunk loading and other optimization methods.
32bit version means we have only 2Gb memory to operate, thats pretty harsh limitation.
Atm you dont see much of loading screens, long delays while changing locations and other nasty stuff due to 64bit.