Are those monsters with an exposed heart, lungs and their entire digestive tracks? Like at first it looks like their base may be a scorpion tail but I'm assuming its actually just the naturally segmented descending/sigmoid colon with an especially distended rectal ampulla? That's......certainly a bold monster design.
Also, I guessing the segmentation of the yellow action bar represents X number of actions that could be taken in one turn?
As an aside, how did you choose which characters would be playable in the prototype? There are clearly a lot of characters you could have chosen from given the backdrop behind Ajna in the trailer. Names out of a hat? Throw darts at a board? Or was there some sort of logic reasoning behind that (and what was that logic)?
She doesn't hold the axe in her idle stance? Curious as to why that is.
Yeah, as you get more attacks, the bar will segment. Using an attack will consume one segment, and the time it takes to recharge is affected by the strength of the attacks you use.
Sorry, must've missed this one before!
We chose them based on gender and shape, more or less.
We wanted an equal number of male and female party members, and a variety of heights and body shapes.
She doesn't hold the axe in her idle stance? Curious as to why that is.
Isn't she meant to switch between multiple weapons on-the-fly or did I just make that up? It's like, one-idle-fits-all if the former.
Amazing video!
It brought up a question for me though, will it run on toaster powered computers like SkullGirls did?
Wow, that looks sick!
My god does that look great. It's funny how virtually no games have used this battle style aside from Valkyrie Profile and the Namco x Capcom games.
In VP there is a menu to use items, spells, change equipment, etc, are there any info on how and if it would be implemented?
I was already going to back, but now there is no turning back form that decision.
Can I ask you about how loot will work? And equipment in general, too. If that's okay with you.
I think the developers should add a Mario Paper-like feature where you can block incoming attacks and counter. It just looks silly when your party just stands there and does nothing at an incoming attack. This is also an annoying design taken from old JRPGs.
So as you explore the world, you'll be finding items that will be used to upgrade your weapons and armor at the blacksmith. Instead of, say, Missile Expansions and Energy Tanks.
While we'll be faking it in the prototype with exp., the thought is that we're going to have relatively few weapon and armor upgrades, but we want them to be very significant when you get them. Like, a weapon upgrade would be another attack segment, for example, potentially doubling your damage output.
So it's more about giving you new tools to play with in battle than it is about just increasing stats.
Are you thinking of having hiding spots for discovery only or will there also be rng? Actually, are there going to be random elements to this game or will it be a totally pre established world (no random stages for replayability etc)?
There's loads and loads of RPGs like that where it boggles my mind why nobody else used those kinds of battle systems (Resonance of Fate, Vagrant Story, Parasite Eve, Growlanser; loads). Valkyrie Profile being one of them.
Hey Ravi, I was just wondering how well integrated the party members will be to the story? I was watching the reveal trailer again and there's a fair number of them. Is the VP inspiration going to continue here with party members having an introduction but generally staying silent during the main story?
Looking good! I don't know enough about VP to understand the differences, but I do like what I'm seeing. Agree with duckroll on the general pacing of combat. I think it could be sped up a bit to make things flow a little better!
With regards to combo attacks, are those all like FG combos (like DHCs) or like Chrono Trigger Dual/Triple techs or somewhere in between? (I'm assuming its like the first but I'm just double checking)
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One more thing: I noticed that all the incarnations kind of glide to and from the enemies in combat rather than actually run like Ajna. Is that because you just haven't created run animations for the others yet or you don't intend to (I assume Ajna of course needs more action frames since she moves around in the overworld)?
Here's a closer look at the Ahp that we revealed in last week's battle video!
With regards to combo attacks, are those all like FG combos (like DHCs) or like Chrono Trigger Dual/Triple techs or somewhere in between? (I'm assuming its like the first but I'm just double checking)
&
One more thing: I noticed that all the incarnations kind of glide to and from the enemies in combat rather than actually run like Ajna. Is that because you just haven't created run animations for the others yet or you don't intend to (I assume Ajna of course needs more action frames since she moves around in the overworld)?
Right now, we're thinking that they'll probably play out somewhat VP-style initially, but later you'll be able to do quests to resolve their personal stories.
There will probably be some kind of reward, like a new attack or something, once you complete their quests.
I swear to god you are reading my mind before answering my questions.
Just another VP related question, are there going to be special attacks ala VP's PWS or are you guys going for something different?
Here's a closer look at the Ahp that we revealed in last week's battle video!