Prologue Demo Update 1
I have updated the Prologue Demo; addressing most of the feedback, providing some changes and additions to make it a more substantial demo while I work out the main game.
Story Additions
Based on some feedback, I made some adjustments to a couple scenes in order to better convey what is happening. This won't happen often with the demo, but if I ever decide to ask for testing on the rest of the game as it goes, I could settle for feedback on how some story scenes play out.
Grammar Fixes
Like with the story, this was one of those things I'd have to come back to as I went along, but for this demo were necessary for the overall presentation. This is also based on feedback given.
Damage Formula and Enemy Stats Changed
I made some adjustments to the damage formulas for all artes to make it easier on me to figure out down the line. I've also adjusted the stats on some enemies based on what equipment would be available to the player and what level the party would be at prior to reaching a certain boss fight.
Action Prompts Added
Something I thought to include were text boxes that would appear and let you know what you can do when pressing the action button (Enter, in most cases). This would give the player an idea on what exactly you can interact with without needing to constantly spam it on every single thing that one might think to check for items or little flavor text. It's not perfect, and will need refinement, but otherwise it's something I'm going to program in as I continue the story.
Map Updates and Fixes
There were some areas pointed out in the feedback where you could walk into parts of the walls. This is mostly due to layering that I needed to fix somehow, though if more come up then they will be taken care of. In addition, I've updated the main Dalry map with some addition buildings in the bottom area to indicate more settlement without it feeling too small. The exterior of the dormitory also has part of the Visitor's Center shown, and when you approach it, you will be teleported with a short scene of the character moving a different direction. As mentioned before, this is to try and keep as many details as possible even when accounting a change in cardinal direction.
Also, as I'm used to having at least one ceiling tile hang above the player (thank you, 2K and 2K3 engines) to allow perspective, I will do better to continually remind players that they can walk through them sometimes if it makes sense.
Bonus Preview
I've included an incentive for completing all four quests that are in the game right now. You can actually get a preview of what I have programmed past the demo's ending, although as brief as it is (roughly 5+ minutes). I might allow more, but not too much. If I do a version that's for playtesting, this wouldn't really matter.
Potential Changes for Later
There's one boss enemy that won't truly appear in the Monster Book unless you use the Magic Lens. Although winning against enemies will make them appear no matter what, I'm still hoping for a version of the plugin that lets me pick and choose when that happens, and one command is merely a start to that. I will, for the time being, add in a command to make that one enemy appear even if you don't use the lens. That one will come a lot sooner if I happen to need updating for any immediate fixes, but otherwise the next major update for the Prologue Demo will be once I'm able to implement skits. I have a system in mind, I just need the art assets and that'll take a long while to obtain in full. Otherwise, continue providing any feedback you have, be it your first time downloading or doing a replay, and thank you always for your support.
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Get Tales of Naturia
Tales of Naturia
Harmony with Nature RPG
Status | In development |
Author | Mediahunter1 |
Genre | Role Playing |
Tags | 2D, Furry, RPG Maker, Singleplayer, tales-of |
Languages | English |
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