EGADS, this is late!!
Ok, so let me get you caught up on a few things. Not much to report this week.
Still no news on the job situation, so I'm looking for part-time work, but at 31 years-old vs. the kids out of high school, I'm getting passed over for them. I understand the business that do it, though. A part-time job is easier for kids going to school and whatnot. I've resorted to selling things off online; things I never had the intention of selling to begin with, but desperate times are here...I'll just have to buy them back once my job finally starts.
As you know, The Legend of Pangaea's latest demo, 0.3, is out. It essentially has what I'm looking for in terms of groundwork, but there's still a lot to do. I'm now focusing on the battle system to get it where I want it to be. The plan is to let you fully utilize it's capabilities in Demo 0.4, but certain aspects will be locked out in the full game until you reach certain points. Basically, the battle can potentially change depending on the area you're fighting in, not just the enemy you're fighting.
What am I planning for it? Well, besides adding more Techs for the heroes and villains and Magic for the monsters, I'm also going to show what makes Zero so special. Yes, he can cast Magic himself, but there's a catch to it, and no I don't mean the fact that he's also using TP as well as MP. What is it, you may ask? You'll see! This will all be in the finalized Demo too, so it's not really a spoiler, I'm just feeling devilish! Besides that, I'm also working on camera close-ups and zoom-outs, actual movement to the player's and enemies attacks, a few fixes on some of the existing attacks, and a more thorough explanation of the various Statuses and Conditions. I'm also experimenting with either making this Turn based, Active Time Battle based, or Card based. I wish I could tell you you could choose yourself in the options, but such a feature doesn't exist yet.
For now, I'm focusing on Turn based for a few reasons:
1. There's not that many turn based games out there. There's plenty of ATB games that have you focus on real-time and improve your reflexes. I like that, but some gamers have a life and need to drop the controller at the drop of a hat at any time. Some ATB battles have you focus on the game and not on your responsibilities.
2. I fully intend this game to go mobile as well as computer. A Turn based battle system will be easier since it will be a smaller screen and not as easy to tap the command you want. I have to account for that since it would suck if a gamer with big hands kept making the wrong command and the enemy was pummeling them while the gamer was correcting their mistake.
3. Sadly, not all gamers are created equal. Maybe it's an older gamer with slower reflexes. Maybe it's someone disabled who can't even use all their digits. I want everyone to enjoy this game, so as such, I want it to be easy to use. Even if it only requires one finger to use, that may seem to easy for some gamers, but it may mean a game to enjoy for a disabled gamer. As such, I want to focus on Turn based to make at least MY game as equal for all gamers as possible!
I don't doubt there's going to be some hiccups along the way, but I look forward to fixing them to make the game more enjoyable for everyone. I want tot thank everyone again for those who have supported me along the way and to those who have downloaded and played the latest Demo!
Thank you everyone! :D