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Hey everyone! Thanks for being awesome throughout the process of the first release! I can’t say I had one negative experience even though it took up until today for Patreon to finish processing payments, so thanks for being patient to those that had to wait awhile to get their emails! Very importantly, if your payment cleared and you didn’t receive an email with a download link in it, please message me so I can get it to you. First off, for the $35 pledgers: I’ll be ordering prints in the next couple of days, so please make sure that you get back to me with the print design that you want (I’ve already sent out emails to those I still needed a selection from, so check your inbox for links to the previews). In addition, if you provided an address outside the continental US but are interested in a print and haven’t messaged me to work out additional shipping charges I really need you to do that. Now about the game! Thanks a ton for all of the feedback you posted. I actually got way more than I thought I would, and a lot of it is really useful for finding some new bugs and figuring out the direction for this next update. I’m really pleased that performance wise no one had any complaints, as that was one of the primary goals for this release. Regarding the battle system and difficulty, keep in mind that the battle system is very much incomplete and a lot of mechanics that will determine how it will be balanced just aren’t there yet, so don’t stress too much if it feels too difficult right now. However, a lot of you made a critical point that is something I had considered adding down the road (but now I think needs more attention now while it’s still early) and that is being able to quickly access skills, items, and commands in battle while still being able to focus on the battle scene (as opposed to fumbling around in menus). That’s why I’ve already been at work designing a system that will completely change the battle menus so that you can access any command, skill, or item with at most 2 key presses from when a character gets her turn. You also won’t have to keep your eyes fixed on the menu interface as it will completely remove the menu cursor element from battles (with the exception of targeting enemies, though in the next release I hope to have the behavior of the targeting cursor fixed so it is more predictable which enemy it will point to initially). I’ll have some visual examples once things are a bit more concrete, so stay tuned for that. Other areas of focus will include fixing known issues, adding vocal effects and sounds for the battle H content / scripted H scenes (already have the actresses checking out this release), adding armor damage mechanics and related artwork, adding enemy hold breaker skills, adding more advanced shadows to the map scene to give the maps more depth (check out the below image for a quick test I painted up-- not yet in game), and in the background I hope to get work done on story details and character design. Shadow test: http://i.imgur.com/LY4QrSp.jpg Based on how things go more or less may make it into the next release, but that’s a shot in the dark for now. Let me know what you think!

Comments

eromancer

Oh, I forgot to mention: the new battle menu design I'm working on isn't keyboard only, and will still allow for controller support.

Anonymous

Well, I remember you did say not everything would be implemented in the demo(It is called Demo for a reason after all), As for the shadows, honestly in my mind it's necessary, it adds a better visual to your detail. With this said, I'm looking forward to your next demo along with the advancement of this project, it's gonna be awesome!

SpinalDethpizza

I'm really curious on how this new combat menu is gonna look. 'Cause thats something I've always found that detracts from the active battle systems is that I find I spend so much time going through the menus that I miss half the animations. XD I'm actually quite fond of this difficulty. First time I've played an rpg where having the option to run from a battle is actually useful! 4+ enemies is a "nope!", so you just run. :P It just makes it feel like every enemy can be a threat instead of "forgetable minion type #1". Those shadows are not only gonna make this look even more kickass, but they'll be really helpful! Took me a good while before I realized that the chest in the far upper right hand corner of the map was actually under the bridge and not just bugged out. :P All in all very excited for you're future updates, and from what I've seen so far this game looks like its going to be well worth the wait. :D

Thessia

I noticed that NEON's shadow goes below her as it was noon, while building's shadows goes to the right as it was 3 o' clock. Normally all the shadows goes in the same direction. Well I really dont mind but you asked a feedback about the shadows so ^-^

Anonymous

Hurry up and put another update out so I can play >.<... but="" for="" i="" in="" it="" like="" my="" out="/" pledge="" put="" reason="" some="" taken="" the="" wasn="">