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Re: about this RPG
Posted: Mon Feb 24, 2014 2:41 pm
by Miakoda
One feature I liked a lot in Planet Stronghold was a chance to explore the map...and I'm glad to see bits of that in Seasons of the Wolf. I know others may not like it, but I always liked the idea of being able to wander around a map
And interesting that one could do trapping as well. Makes a good enough reason to go out there as it were.
Re: about this RPG
Posted: Mon Feb 24, 2014 3:50 pm
by jack1974
For this game I am not using fog of war like PS1, since I want more to do like Puzzle Quest. There might be path/zones not accessible until you do other quests first, but no need to discover the map exploring it tile bu tile

Re: about this RPG
Posted: Thu Feb 27, 2014 2:18 pm
by Miakoda
jack1974 wrote:For this game I am not using fog of war like PS1, since I want more to do like Puzzle Quest. There might be path/zones not accessible until you do other quests first, but no need to discover the map exploring it tile bu tile

No worries about everything being accessible. For me, I just like the option of exploring. Of course, with your style of games, it will be implemented differently than something with a 3-D view.
I also got a snow tiger sprite, new #SOTW (and possibly Loren 2 too) enemy creature. Will now add MORE! MORE ENEMIES TO KILL MOUAHAHH!
Saw this on twitter...cool. Although, it does beg for Althea to ride tiger back to rescue Chalassa
More serious question (if this is too nosy, please let me know). It looks like you tend to keep the lineart (which makes it easier to change the color of creatures/monsters as needed). I could see you keeping the snow tiger lineart, and if you need a different antagonist down the line, you could go for the orange and black of a 'normal' tiger, while leaving the snow tiger as black and white.
Re: about this RPG
Posted: Thu Feb 27, 2014 2:34 pm
by jack1974
Yes of course I plan to reuse the sprites like you mention. Better spend money to have more CG/character sprites than enemies (who maybe aren't even displayed in fullsize but only in the battlescreen).
Re: about this RPG
Posted: Thu Feb 27, 2014 3:54 pm
by jack1974

OK two snow tigers in a single encouter are a bit too much

(was playing in Hard level and got crushed in 4 rounds!)
Re: about this RPG
Posted: Thu Feb 27, 2014 3:55 pm
by Miakoda
Ooh...Sabre-toothed Snow Tigers!
Re: about this RPG
Posted: Thu Feb 27, 2014 3:57 pm
by Sylrissa
Oh nice, I like them!.
Funnily enough I've been replaying through FF1 on my vita lately, and I just came across some Winter Wolves that attacked me :D
Re: about this RPG
Posted: Thu Feb 27, 2014 5:16 pm
by yayswords
I thought stagger was changing, or was that only for Loren 2? 'cause I see three turns of it there, and while I don't want to jump to conclusions, is it another game of stagger or be staggered?
(I did like stagger once I figured out how to play it to my advantage so not really complaining)
Re: about this RPG
Posted: Thu Feb 27, 2014 5:29 pm
by jack1974
Yes this game uses a modified version of Loren's system. Stagger is there, but for example now I use for the elemental damage a 0-99% resistance system (which I think is better) and several other minor/medium tweaks, like Warrior getting a penalty to attacks not in front of him, while Thief don't, etc.
After the first Season of the game is done will start pre-orders and beta to get feedback on everything, then will move on to finish the rest of the story. So in practice the first part of beta is where I'll see if all the new tweaks made the game better or not. In any case there's a Nightmare mode now, for those who like to suffer

Re: about this RPG
Posted: Thu Feb 27, 2014 5:55 pm
by Miakoda
I know, still a work in progress, and it isn't going to be a walking on sort of map, but this is definitely looking promising to me
And in some ways, I can imagine it would be easier to add events/encounters/hotspots without reworking a big overworld map.