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Misekato

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  1. Just remembered that I backed this and thought I would check on the progress, but it looks like while some progress has been made, there is still a long way to go? In terms of game assets, like art, speech and writing, that looks that's mostly complete (as it has been for a while), but in terms of the actual game engine/systems most of the progress was made on the battle engine, with work next being on the sortie system? How many systems are there in total? So far I only know of three. maybe four: Battle system Sortie system Crafting Reintegrating art, story etc (mashing it all up together)? So in terms of the actual game backbone (or "back-end") the game is about 25% complete (assuming each module is 100% independent, as well as requiring equal amounts of work)? Or maybe work in module acts as a foundation in another module? Or maybe the battle system was the most complex so that overall progress is higher? Also, as a side note - with the Kickstarter rewards, especially the physical ones - what is the likelihood that the cost of production would increase given the time since original planned shipping date (U.S. tariffs as wells as FX Rate movements etc etc). Is the money reserved (if any has been reserved) likely to still cover the cost of this stuff?
  2. Picture I commissioned of Canarias done by ShuraKRGT. I really like the way he does more mature(?) faces. Wouldn't work for all characters but I think it fits Canarias quite well.
  3. @Legate, Having a look at the UI concepts for engagements (back in update 19), I was wondering how location damage would be displayed? Is the UI for that still being worked on? Or is it something that will take place behind the scenes? At the moment it seems to be a straight HP number only.
  4. Hey Legate, Not sure if this has been answered, though it probably has, but how much voice acting is involved for each character? I imagine that it is mainly the 'battle lines', maybe some lines in the menu etc but not all of their dialogue? Assuming this is the case, how will longer dialogue pieces (if any) be handled? Is it going to be silent? Or is it going to involve like maybe short words, or vocal sounds like laughter, grumbling, anger, shocked noises etc .The only example that pops to my mind is Fire Emblem, but I know it has been done like this in many older games due to system space limitations.
  5. After playing a bit of fallout 4 - I was wondering how any equippable items would work. For example - is there a system equivalent to Fallout 4's legendary system? (i.e. randomly generated slightly harder opponents, but who upon death drop a randomly generated weapon with a unique modifier). Not sure how it might work - but a thought would be for example on the main map - a random destination pops up which you can choose to engage in which has slightly tougher opponents/morgana? It involves a bit of RNG, but since multi player isn't as key for '39 - introducing might be fairly easy since balancing won't be as difficult? Sorry if this has already been answered.
  6. Yeah, I guess it all comes down to preference rather than there being an objective 'better' (and to that extent I would agree who cares as long as it meets its purpose aka is cute). I mean hell, I'm personally quite inconsistent in what I instinctively feel is either acceptable or downright cringey when it comes to peoples accents.
  7. I certainly hope that is not the approach the developers take with this game.... in fact I thought a key draw of the game was for at least 'authentic' (if not realistic) accents and dialogue. Problem with Katyusha is that I don't think there's a version done decently in Russian that isn't like a modern 'pop' remix.... My song choice: Battle hymn of the republic (instrumental) Fun fact: Pretty sure this song was used in NZ in a seatbelt ad lol.
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