11 March 2016 - Forum Rules
Started by Queue, January 31, 2019, 06:45:12 PM
TEXT ^R e s p o n d e d _ t o \nTEXT ^S a l a m a n d o
Quote from: Queue on July 01, 2021, 03:30:37 AMWhen I finally get to working on compatibility between Reborn and Relocalized again, any changes would just be in the compatibility fixups. So, like, different wording or line breaks would be part of the compatibility fixup itself, so that Reborn (and Relocalized) remains as-is. When working on that text in Reborn, we decided, for whatever reason (I no longer recall why) to keep the analyzer messages short enough to fit on one line.No changes are currently planned for Reborn beyond V1.11. Not saying it's impossible, just that we're happy with how it is at the moment.
Quote from: Queue on July 01, 2021, 03:30:37 AMI've temporarily put the collision changes on the backburner while I'm grinding through a different idea that's been rattling around in my head for like a year. It's even more work than I expected, but proceeding nicely so I expect it to be a success. Unfortunately, I'm busy this weekend; it's a holiday where I live and it's going to have me occupied from Friday through Monday. =/ So don't expect anything for at least another week. I guess a teaser won't hurt since I'm pretty sure it'll pan out:
Quote2) Getting the Sea Hare's tail (now) requires having retrieved the Fire Seed.
Quote1) That's a bit far east. The inn on the turtle sorta fudges time to force the global day (which the turtle's position is dictated by) to advance by one; you already sleep until daytime for Gold Isle and the Tropics, it'd be evening for the lighthouse. That's not ideal, but not really the problem. I have the turtle move 4 or 5 grid tiles on the world map per day, and traveling to the lighthouse from the Tropics is only 3, and then the lighthouse to Tasnica is 10, which is hard to make fit. I could dump Gold Isle to make a route that works, but then what's gained? A trip to a nearly worthless location instead of a whole town + dungeon?2) Not doing what you suggest. I've been trying to come up with a good way to have the game tell you what day (and time?) it is. Maybe the innkeeper tells you when you wake up (but it'd make more sense to tell you the local timezone-adjusted time and day, but the turtle operates on global day). Maybe make a UI element in the status screen. Maybe make the nearly useless "Targeting" ring menu thingie into a pocketwatch (or sundial?) where when highlighted in the ring menu, it tells you the day (and time?). The passage of time mechanic isn't meant to bend to the player's will (i.e. reset upon loading a save, etc.), but to make the world change somewhat outside the player's control. Likewise, the turtle moving isn't meant to be convenient. Before gaining Flammie, the player may never happen upon a Highstepper (or stove) that sends them to the turtle. Which is fine, then the Highsteppers are just like the Trials of Mana ones that just let you look at the surrounding world pre-flight.Your proposal would make Kakkara the only logical launch point (day 1 = vanilla turtle position, day 2 = Kakkara), and make it so predictable as to be abusable for an "optimal" use of the turtle, which is the antithesis of its purpose (which is to be a simulation of a giant living thing that does what it wants and doesn't care that some weirdos are living on its back). It's not like I disagree with you; frustrating elements in games generally suck. But the turtle isn't meant to be optimized. I could make the Highsteppers only present when the turtle is in range, but that risks a different issue: the player never knowing there can be a Highstepper there.
Quote from: Queue on July 15, 2021, 06:46:39 PMChanges:- implemented No_Grell_Grinding as a sub-feature to Magic\Early_Luna (On by default); reduces exp and gold reward for killing Marmablues to discourage degenerate gameplay
Page created in 0.052 seconds with 20 queries.