Good morning, everybody! ^ ^
Thanks for the kind words, leon and Jackal! To answer your questions:
This definitely remind me of Secret of Mana/Evermore. Mana series kinda walking down the drain, so i'm very happy someone make it with the spirit of the original game.
Did this start off as a Secret of Mana remake? Man I loved that and it was so cool that it was 3 player.
Is this going to work the same where you have two NPC allies and another person can take control of them?
edit: ninja'd by kupo!
I should have known this thread was yours from the title haha
I'm usually not a fan of RPGs anymore but this looks really sweet! Very clean and inviting, I can not wait to play the game and back it when its ready! Keep it up
Thanks for the compliment, kupo! Glad you like the look of it. Yes, the title is stupid, to suit my stupid personality. ;D
Also, thank you for pledging your monetary support in public in writing. Quoting you here, because I'm going to hold you to it. Don't cheap out on me when it counts! (Hahahah. )
Yes, I'm a huge Secret of Mana fan. It's one of my favorite games of all time, and this game is heavily inspired by the Mana series. I'm also taking cues from Zelda, Earthbound, The Soul Blazer trilogy, and plenty of others. To be a bit more specific, the combat is a bit like Secret of Mana's - you'll have three characters, yeah, and two will be controlled by AI when not controlled by other players. You can charge your attacks to make them stronger like Mana, too. One big difference from Secret of Mana, which I think is a good change, is that magic attacks now
also have to be charged, same as physical attacks. This will fix the problem of chaining spells together to kill bosses, and it'll give your friends who are playing melee characters a chance to get in on the action more, too. There are other little fixes and things I have planned to streamline the game and make it more engaging, as well, but having to charge your magic is going to be the most noticeable difference from Mana, probably.
One technical question tho, did you use object for the grass or some magical code that makes interaction like that possible without having too much object? (also how you able to make a gif that large with a good fps??? that's magical for me.)
Nope, no magic code. Just regular old instances, and checking neighboring spots for fire. It took me a few tries to get it to run well, but now it runs fine on my 7 year old computer without graphics card, so it's optimized enough for me. I'm targeting the three major consoles and Steam with this game, so if things run on my old junk computer, I consider them good enough. I'm not an amazing programmer, so I don't go out of my way to think of any crazy tricks unless something slows the game down. I'm sure a better programmer would have thought of a more clever way to do it, but what I've got is working so far, heheh. =D
Now, today's update! Some super secret concept art for a new enemy. Beam Guard!
--
Can you guess what kind of attack it has? X'D (Definitely not inspired by Zelda's beamos, I promise...)
And, a question for everybody! Here we have two quick cloud tests:
--
Which do you guys prefer? Left or right? Let me know! =D
Thanks, guys!