Well the right answer would be "not really"myoksy wrote: one class to remap percentages to the fixed steps. you do code object-oriented, don't you? : P
I know what you mean. The issue is that after working on this for 5+ months, I am scared of doing ANY changes that could potentially break the whole game right now when I'm about 1-2 weeks from the release.
Also, the percentage is used in a lot of other places in the game (calculating experiences, time bla bla) so it's not just a simple "cosmetic change" as it might seem.
Not sure, not saying it's wrong what you say, but for example for QoT I implemented all your suggestions, and it improved the game. However, when the base idea behind it is flawed, there is only so much you can do.myoksy wrote: but this could be totally genre-related, I am very much not in the target group for this game : D
In summary I don't think spending any more time to improve "non essential things" can benefit at all the game, when probably 99% of people will be playing it in VN Mode.
Maybe one day I'll make a blog post about this, but in summary for all future games with gameplay I'm going to stick with RPG+VN thing, after QoT and this game I've realized that I am really not good at designing gameplay and I don't even enjoy it
I prefer to have a story and fixed battles (not random encounters like in QoT) and tweak those, like I did with SOTW, where I got a very good result (modestly speaking
