Final Fantasy XI: Braver Chapter 1

Adam1013

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@Ryzler Thanks! Feedback and criticism is encouraged! Let me know what you think so far.

Summons don't play a role in the demo but they will be available in full release of Chapter 1. 
For the time being they will be an added ability through a story progression item and I'm working with common events. 
Not a perfect system yet and it is subject to change with updates and new plugin releases.
 

Ryzler

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Will be checking out the demo after watch an episode or two of  The Magicians xD Looking forwards to it.


Eventing the Summons is the best way, for now. Even if it can be solved with a plugin. Plugins, even though I use a lot of them, feel like work arounds a lot of time and I much prefer to do everything I can without them. That and it is good practice for eventing others things


x
 

Adam1013

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@RyzlerAwesome, thanks again!
 


The eventing can be a little rough but it gets the point across lol
 

Ryzler

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It's good, very familiar feeling. I like a lot of the systems and for a game still in development, it is quite well polished.


But that intro is sooooo loooooooooooooooong!


x


EDIT: If you're still looking for way to do summons then I finally got a reply to this: 
 
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Adam1013

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@Ryzler The game is almost finished but I forgot to post here earlier and I wanted to get it out and get some feedback. 


Thanks for playing it! Im glad you enjoyed it. The save file should transfer over into the final version if you hang on to it. 


Ah yeah haha I wanted to avoid the whole scrolling text intro and actually show some history. Its a bit lengthy but it ties it together. 


And the Summon Plugin! Nice! I know there is another one floating around in closer beta somewhere so hopefully soon the community will have some opportunities to finally do real summons!!
 
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Ryzler

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@Adam1013 The intro is great! And much better than a wall of text. But it is also long. Maybe you could include a little interactivity on the player's during the intro, have them walk to the secret passage and escape the town before it is destroyed? Will be sure to move the save file over to the final version. Looking forwards to it!


I'm surprised it's taken this long for MV to get some summon plugins, kind of figured it would be more requested and more popular ??? Well, at least it's finally happening
 

Adam1013

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@RyzlerI was considering some interactive parts in the final release actually but as now I dont have the content ready to do what I want with it yet. 


Yes, please do! It just needs a bit more polishing late game and im finishing up the end game content now.


Yea, agreed. I imagine its quite a complicated plugin to create though.
 

Ryzler

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@Adam1013 Looking forwards to it. Just wait before the final release if you need to get the content ready, I think that will be worth it.


I guess it must be rather complicated to script, but I feel like I was sooooooo close to eventing it... At least I learned how to make my mercenary hiring system when trying to make the summons.
 

Adam1013

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@Ryzler Yeah I want to showcase some cool end game skills with a scene possibly...we shall see. 


Overall thoughts of the demo? Play through the whole thing?


Soon enough we will have summons and pets galore lol
 

Ryzler

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@Adam1013 Only played a little bit of the demo. Will have to check it out fully either tonight or tomorrow x
 

AMGLime

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I just finished the demo, and I must say I thoroughly enjoyed it. I had some slow down in the game, unsure if its because of my toaster of a computer or if its just not fully optimized cause its a demo. I missed what the boss in the mines said as you killed him because the text didn't actually load for me when I killed him with the Axe Special. Screen zoomed in, and I just saw names. Also, the profiles on the Status Screen run on and aren't readable. Going through the Mines it looks like Monk and White Mage are stronger then the other classes, and I also found it weird that Thief and Monk were noticeably tankier then my Warrior. I understand Light Armor gives them a bit of Health, but I feel like the base health of the Thief especially should be reduced and the Warrior possibly increased a bit. I didn't finish all the Sidequests as I felt like some of them weren't actually able to be completed with what we had access to. I believe I had 3 Notorious Monsters left to do, and I had to find a Water Crystal when all I could find was Earth and Wind. I also didn't touch Crafting at all, but the idea of it looked cool.


Also, if you can, make it so that changing your row doesn't count as a full turn. It's annoying watching a Melee get knocked to the back row, use their turn to jump back to the front, only to get pushed back again, make the Wait time after changing row like half the wait or something. I never played much FFXI cause the combat bored me to tears, so playing this I didn't draw many connections and this honestly could of been a unique game to me outside the Mages and the music. You've done really well with this, and I really, truly hope to see more of this game. That being said, in the full version do you plan on making all characters able to be all classes eventually, or are they restricted to their default 3 and whatever branches from them?
 

Adam1013

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@AMGLime Thanks for playing my game! I'm glad you enjoyed the experience and your feedback is appreciated!! It sounds like you've covered a lot of ground and I'll do my best to respond to your concerns!

I haven't noticed any slowdowns on my computer however there are a lot of background processes happening so that may contribute to this effect. I'm always trying to find a way to better optimize things so I will continue to see what I can do on that.

-I noticed that bug with the boss fight, I'll have to edit the sequence as it has a problem with the "Hide Battle Hud" command during the action sequence.


-Adjustments will be made to the profile, looks like that wordwrap didnt wrap correctly.
-Being early in the game, most of the classes arent heavily specialized yet but as the game progresses they further grow into their roles. I will definitely decrease the base HP of thief a bit and Monk probably a small portion. 
-White Mage and Monk are both powerful classes however white mage receives damage bonus from her regular attacks (light based) on a lot of enemies in the mines and Monk has a double hit.
-I may keep the row formation as is for unique battle mechanics and give other alternatives later on to row manipulation. My thinking is that it is supposed to be cumbersome getting knocked back and shuffled around and having a row change not take up a turn would negate that.

Lastly!, The character class selection is based on personality, background and in part due to balancing so at this time the base classes will remain as is. The advanced jobs however will open up 6 new classes per character, each branching out of their base class. 
Ex: Warrior can unlock Paladin and a new class I created for this game. Each base class has 2 branch advanced jobs to unlock which will further specialize a job role and lend for further party customization in the later portion of the game.

Thanks again for playing! I really appreciate you taking the time to give your feedback and I hope you'll enjoy the final release of Chapter 1!
 

Guiguimu

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Always been a really big fan of the final fantasy series. This seems awesome and I can't wait to see how it goes! Keep up the great work and good luck!
 

Adam1013

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@Guiguimu Hey thanks! The release of Chapter 1 is almost ready so keep an eye out for it. And as always, any feedback is appreciated!
 

bokunoyuki

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looks pretty cool, wasn't expecting to see an FFXI fan-game here. What was the plug-in used for the interactive timed button presses?
 

Adam1013

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looks pretty cool, wasn't expecting to see an FFXI fan-game here. What was the plug-in used for the interactive timed button presses?
Thanks, hope you'll check it out! Im about to release the full chapter one on the other thread in a short time. Just having a final beta ran right now.

The plugin is from sumrndmdde
 

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