A map editor can significantly improve the longevity of the game. Obviously it's not a feature that will be used by all players, but many people like fiddling with stuff, and it only takes one crazy modder to produce some great additional content that can be enjoyed by everyone.We were considering releasing the map editor to the public, but it depends on whether or not we decide to make future games in the series or if there's any real demand for such a feature?
This sounds great. I'm very fond more complex scenarios that allow for multiple approaches. Just be careful to not add too much busywork that can result in battles dragging on for too long.We have plans for morally difficult battles where you can either kill the confused attackers or try to survive their attacks long enough to talk it out and help them see you're fighting for the same team. Hostage rescue missions seem like a simple enough task until you find many of them have been killed & turned against you by their necromancer captor.
Stay away from ZSNES unless you like effects like this http://www.romhacking.net/forum/index.php/topic,15077.msg220803.html#msg220803. Just grab RetroArch, bsnes/higan or at the very least Snes9x, any recent snes emulator is miles better than ZSNES....
Also installing ZSNES so I can play a ROM of Energy Breaker!
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Hey, whatever catches the people's eye.despite what the title of this thread says
I concur. What's a better bullet point on a steam page, then a giant "WE GOT MODS", with a snazzy looking link to the steam workshop? Aside from Telepath Tactics, there's just not many SRPGs with one anyway.A map editor can significantly improve the longevity of the game. Obviously it's not a feature that will be used by all players, but many people like fiddling with stuff, and it only takes one crazy modder to produce some great additional content that can be enjoyed by everyone.
Arcadian Atlas Team Visit PAX & Other Teaser Video News
PAX South - Teaser Video - Map Editor News
Apologies for the late update here! It's not for lack of news, it's actually due to quite the opposite. Progress on Arcadian Atlas has sped up exponentially now that the initial obstacles have been overcome. Our programmer has already almost finished the map editor, so now our maps can be the fully interactive & climbable experience we wanted for the game.
This is an early gif of how the editor was before the half tiles & abnormal objects (trees, rooftops, etc) were complete:
And here's a look INSIDE the editor, where we build the maps! (Still an early WIP):
Along with the programming milestones, we've also had the rest of the team working feverishly on the teaser video.
Moritz is cooking up a tune & some sound design for the teaser, so everyone is really excited to hear what he's got in store for the video!
I myself (Becca) am finishing up all remaining sprites, icons & UI needed for the video.
Here's a couple stills from the teaser video Taylor has been working many a late night to choreograph & animate:
Going to PAX South this year?
Come find us Sunday 31st for an EXCLUSIVE FIRST LOOK at the teaser!
(we'll be wearing Arcadian Atlas shirts, can't miss us)
Not going to be at PAX but still want to see the teaser as soon as it's finished?
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Next blog entry will be to celebrate the teaser video release.
Until then...!
Vandal Hearts 2 did a great job of this. It totally broke the game if you found all the best stuff, but it was really cool having things like a powerful weapon that crippled your movement, or something that crippled your hp in exchange for a huge movement buff, etc. SaGa Frontier had good itemization as well, though it was pretty subtle, especially since I think a lot of the descriptions got lost in translation so things had hidden attributes.Itemization also plays a big role in this - while the Disgaea series is fun, their linear "trade +5 weapon for +10 weapon" pattern gets really tiresome. Most Tactical RPGs also have a somewhat linear equipment progression, but at least there are cool legendary weapons to pursue. But really, the best possible scenario would be entirely composed of weapons with their own up/downside - like a powerful cursed blade that deals damage to its owner, or a boot that makes you walk one square further but kills you in 5 turns... I love items with self-contained challenges.