Post by Liquid Rogue on Oct 18, 2003 19:06:55 GMT -5
Yes, im trying my hardest to get this game done. Ive already sprited one of the characters, but the other 3 have yet to be done. They are
Lee
Weapon : Knife
ARM : Pistols
Tungsta
Weapon : Butt of gun (Yes!!)
ARM : Shotgun
Roya
Weapon : Daggers
ARM : N/A
Anyway, if anyone wants to help the game dramaticly by spriting one of the characters here, then it would be greatly appreciated!
Onto the updates, then...
Ive scraped the ammo system. Yes. It makes the game too limited for skills, in my opinion. Im moving onto Force Points instead. You gain 6 force points for attacking with your weapon (Melee attack) and lose 10 for attacking with your ARM. FP can go upto 100, and when it reaches this, the character becomes "Charged" and doubles his/her attack power, but only for melee attacks. This condition stays for as long as the character has 100 FP.
The catch with being "Charged" is that its very hard to maintain. You can ONLY use Melee attacks if you want to mantain it. Another catch is that the character becomes more vunreble to elemental attacks.
Another thing ive done is made an Encounter Gauge. YES! It works in the same way as in Wild ARMs 3,but there are a few changes.
For one, the maximum is all the characters Levels put together, pluss Booster kits. Each booster kit increases the gauge by 10, and there are 10 booster kits, allowing for a maximum Encounter Gauge of 500. There is also no migrant level.
You might think that 500 is a bit too much to gauge. And it is. There is going to be a gauge, but it will be there as a rough estimate. By tapping the "0" key, a message box will appear, telling you your exact value and the enemys migrant level (ie. How much it costs to dodge an encounter)
Speaking of dodging encounters, when a monster attacks, the screen flashes (unless the enemys migrant level is higher than the value in your encounter guage, in which case a battle starts instantly) and you can wait for as long as you like. Pressing any direction key dodges the encounter, and pressing the escape key starts the battle. Hopefully doing this will make it slightly easier to dodge encounters. I made the dodge keys the direction keys, because i hated the "cheeky" dodges you could do in Wild ARMs 3 (You know, the way you could go through a door of something to dodge an encounter)
(Thats right, the ENC Guage now works in the same way as Wild ARMs 3)
Ok, and now heres the BIG change. Did you notice the "" on the subject? Thats because the game is needing a new subtitle, thanks to DevilMayCares AWESOME storyline idea (I mean awesome, bloody hell, its pure genius...) DMC gave me the basic idea of it, and im now filling in the holes.
The descriptions have also changed. See the screenshot below....
I bet you're wondering what the hell its all about? Well you'll find out...when the demo is released. New title comes soon, but when i talk about it, ill refer it to "Wild ARMs : Final Bullet" until a new name is thought up.
Lee
Weapon : Knife
ARM : Pistols
Tungsta
Weapon : Butt of gun (Yes!!)
ARM : Shotgun
Roya
Weapon : Daggers
ARM : N/A
Anyway, if anyone wants to help the game dramaticly by spriting one of the characters here, then it would be greatly appreciated!
Onto the updates, then...
Ive scraped the ammo system. Yes. It makes the game too limited for skills, in my opinion. Im moving onto Force Points instead. You gain 6 force points for attacking with your weapon (Melee attack) and lose 10 for attacking with your ARM. FP can go upto 100, and when it reaches this, the character becomes "Charged" and doubles his/her attack power, but only for melee attacks. This condition stays for as long as the character has 100 FP.
The catch with being "Charged" is that its very hard to maintain. You can ONLY use Melee attacks if you want to mantain it. Another catch is that the character becomes more vunreble to elemental attacks.
Another thing ive done is made an Encounter Gauge. YES! It works in the same way as in Wild ARMs 3,
For one, the maximum is all the characters Levels put together, pluss Booster kits. Each booster kit increases the gauge by 10, and there are 10 booster kits, allowing for a maximum Encounter Gauge of 500. There is also no migrant level.
You might think that 500 is a bit too much to gauge. And it is. There is going to be a gauge, but it will be there as a rough estimate. By tapping the "0" key, a message box will appear, telling you your exact value and the enemys migrant level (ie. How much it costs to dodge an encounter)
(Thats right, the ENC Guage now works in the same way as Wild ARMs 3)
Ok, and now heres the BIG change. Did you notice the "" on the subject? Thats because the game is needing a new subtitle, thanks to DevilMayCares AWESOME storyline idea (I mean awesome, bloody hell, its pure genius...) DMC gave me the basic idea of it, and im now filling in the holes.
The descriptions have also changed. See the screenshot below....
I bet you're wondering what the hell its all about? Well you'll find out...when the demo is released. New title comes soon, but when i talk about it, ill refer it to "Wild ARMs : Final Bullet" until a new name is thought up.