That is actually a clever idea. However, I'm also not UI/UX person so I can't really give u advice on how to design it in the battle screen either.Was thinking about a 2 side timeline, with heroes on top and enemies on the bottom. I'll simply use icons with the actor's face and icons of different color for enemies.
That is up for you to decide. But I still prefer the first approach since it's basically your grid system is a free targeting system with no actual attack range.Well I did want to implement grid movement at first, but there was so much stuff to do and fix, and the fact that people didn't seem to care about it pushed it down in my priority list.
Still not sure about the turn thing for movement. I'm thinking about 2 options:
1) It does not take a turn, but once you move (only possible at before taking any actions), you can't go back.
2) Moving does take a turn, but the hero goes back to 50% ATB instead of 0.
Actually, middle or not doesn't really matter. What matters is the information delivery. If you can get me informed without being overwhelmed even though you threw me out of the blue in the middle of the game progression, it doesn't really matter lol.It's because all the games I played had demo start right in the middle of the game. The logic is that some systems (such as the ability system in my game) aren't introduced right at the beginning at the game, so to give the player a taste of every available system in the game you throw them in the middle of the game. I thought that was normal, but apparently not with all the negative responses I had. I'll probably change it in the near future to a part of the early game instead of right in the middle of the game (the current demo starts at around 15-20 hours into the game I think).
Hmm... no, I use FL Studio and simply pick the 128kbps export lol. Then I only use Audacity for basically adding the loop point. The file size usually bumped a bit. I had no idea why or curious enough to find what was happening.Do you use Audacity to convert to ogg? When you convert to ogg in there, there's a property called "quality" that goes from 0 (max compression and worst audio) to 10 (less compression and best audio). I simply chose 10 lol. I think as long as the game is under 1GB it's not too bad. Many games nowadays have file size of over many GB.
As for 1 GB size point, well no, not personally. I don't think I deserve to have such large game size if I didn't bring the same enjoyment as those big sized games. I prefer efficiency. If I can compress as much as possible my game without damaging the quality, I will do it so. The reason why I'm fine with the big sized games is that I trust the quality of the game and I know I will be enjoying it. As for RM games, it's pretty much shooting in the dark. Most of RM dev are individual is pretending to know the gamedev, frankly I don't trust them, likewise, I don't even trust myself. My game is almost reaching 200mb and I personally think I have sinned.
Ah so that the one, I gotta say that I didn't have a chance to actually tried it because as I already said, the game seem didn't "give" the chance to experiment. There're so many options that I had no idea what to choose.
Speaking of which, it might not directly relevant. But it stuck on me and I had to bookmark it because I somewhat agree.



