Cellsai
BEEP BOOP BAN
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In VP they had only 3 attacks. You got 1-2-3 or 2-3-1 or 3-1-2 and that was all your choices for combos.
I mean, it might, we'll do whatever we can fit for everyone, but no guarantees. It'd give you stuff to unlock via leveling probably, just like more attacks (there's no reason to limit you to 3...)
You....mean...like Razmi? Who has magic. And healing.
I am curious why it is people seem to think we don't think of anything. :^PI know Ajna is going to have a hub world inside her own head that she can access at anytime. But I was wondering if it would be a good idea to restrict that ability during certain points in the game? To sorta give a stress effect on a player and to make things a bit more diverse. like while inside a more dangerous and risky labyrinth, or during a game changing event.
I personally dislike cinematics. VP contributed a lot to that, as did FF7/SF4/Xrd/etc. They look cool once or twice, they take a huge amount of effort to make, and after those few views you really just want to skip them. Something over 50% of most fights in VP is watching the same cinematics over and over.Since we're on the topic of magic: I've seen people ask whether special attacks are going to cut into a "cinematic" like here or largely stay the way they are in the prototype, any info on that?
hm, to me it seems like that's just adding work to remove previously added work, so I think that truly would be worst case scenario. If you put something in your game that people want and then also put something else in to skip the thing people want, that's just inefficient.
Did you really just not read my post? :^(
It's WASTED WORK.
ZASXDC Enter F works for me, keep your left hand tilted a little.
Is it a regular 360 controller or some disney clone controller or something? Because I might now the issue and arrrrgh.
(Sorry for the late reply) I replied on twitter, but for completeness it's a PDP wired controller.
WASD movement, <space>JKL or Numpad 0456 for B1-B4, ';' or Numpad '+' for specials (R1), and Shift for all-block (L1), though all-block is only important with this layout if your keyboard has horrid ghosting issues.
I emulated a controller by choosing ZSNES' default settings, which arrange the face buttons like they are on a controller. So...huh?
I only use keyboard and go with WSADQE, but I think you should just find what suits you the best by trying several layouts.
We’ve been asked about team attacks a lot, and they’re something we’re considering. If we decide to add them, I always liked Wild Arms‘s method of doing affinities – more fights with those characters together increased the chance of learning a team attack until it was 100% – rather than say Chrono Trigger that just gives them to you for knowing the right combination of spells.
If we did them I would definitely like to experiment with them being like the combined magic in Final Fantasy Crystal Chronicles, where timing was what gave you the combined spells, rather than choosing "do the combined attack" from a menu. I think that would fit particularly well with Indivisible’s action-oriented combat. So if you, say, did Zebei’s super and then input Razmi’s U during the superflash, she’d concentrate and Zebei then fires flaming arrows; or Ajna running up and helping Razmi slow the enemy for more than one turn, etc. It’d need experimentation so that you wouldn’t do it accidentally, but I think we could pull it off.
I see your life has been quite chill in years. :^)
Pretty sure it's been stated more than once that this kind of thing will be in the final game. But only for completely optional bonus stuff like this or sequence breaking.
Pretty sure it's been stated more than once that this kind of thing will be in the final game. But only for completely optional bonus stuff like this or sequence breaking.
Besides, climbing that pit isn't too hard. Figuring out the exact positions you need to jump at is kinda hard the first time but you shouldn't take nearly as long to get out again.
It's really not that hard. I only took about 25 minutes to get out the first time. And it's not true that you have to start over for any mistake in the right part. It's indeed less forgiving than the left part but depending on how you jump wrong you'll still land on a platform.
Completely optional side content that is there for people who can get to it shouldn't be allowed in the game? Why? There is no reason the entire game should have no challenge just because people don't feel like side content should have to be obtained through beating a challenge.
You don't need to get out of the pit, you don't need to beat the cat. The final game should have challenges like this, because they're challenges, but that's not saying you need to overcome them to beat the game, just like the prototype not requiring any of that to beat it.