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Rhialto

How is the Development of the UI for Y2 Going?

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I have heard that one major problem in the development of Y2 was the UI. Has that problem been resolved, in whole or in part?

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Heh.

 

Can you at least state if the team does indeed have an internal release plan, without stating said plan? Does the team have a "soft" extendable deadline or are they just following the same philosophy we've been told for years "It'll be ready when it's ready"?

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Basically every aspect of the Y1 UI that could have been significantly improved, but wasn't because Y2 did it differently, so it couldn't be easily ported over to Y1. IIRC the shopping interface is one major example of this.

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A, right, the shopping interface. So difficult for me to use that my characters rarely buy anything. Any other UI improvements? I can only think of the Character Creation Screen, but that should undergo a complete shift in content for Y2, I would think.

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Duelling in Y2 is completely overhauled IIRC, which I believe is why the Y1 duelling UI hasn't received an update either (at least initially - truth be told I couldn't tell you either which way since I've never seen it before or after the Steam update).

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Dueling in Y2 is completely different, a part of the Conflict system. Exploration in general is visualized very differently, too. There's a lot of that kind of thing.

Free;

They do have a schedule, but it's very flexible, as you *may* have noticed. :)

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Is the crafting system also going to get an overhaul? As it is now, it doesn't seem to be terribly useful/intuitive to me, which is especially sad for all my Vernin students.

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Let's not forget about Rimbal!

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Honestly I feel like Y2 should not be a continuation on Y1, but should instead be made as a replacement for Y1 that happens to go for two years.  If all new players for year 2 have to be gated though Y1's clunky interface then Y2 is not going to be very successful.

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As I understand you don't have to have a Y1 save to play Y2, it just changes things based on what you did (or didn't do) the year prior.

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Out of curiosity, are transfer students a real thing story-wise or is it just the Team handwaving where non-import students came from?

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You can run into a few older students during adventures, but by and large they don't have the time (or interest) to mess with first years.

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They are not named.  I don't think that they are simulated.  Actually I kinda wish the class would be randomly generated.  It would mean that the devolpers would not have to spend at much time making the whole class and would increase replayability.

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Some of the named upperclassman bullies are the Marchant brothers. Phillipe's older siblings. They aren't simulated, but given how much a new player has to take in, including memorizing all the first year students names and personalities... and other data, I don't think it matters too much.

That being said, I think it was already confirmed that they won't show up in simulation in Y2 either, though I would bet that several important upperclassmen will show up in the stories. The Legate has said that when the upperclassmen are done they will show up quite suddenly. My money is on that being done in Y3. It seems like the best time to do it because then you'll have an equal number of upper and lower classmen.

The game requires a LOT (and by that I mean a gigaton) of writing, and the team prefers focusing on stories that continue on for the full 5 years. It seems like a lot of effort to me to create 5th year students in Y1 that really wouldn't interact with lowly 1st years very much, and will also not be around for years 2-5.  I don't speak for the team but based on how long it's taken for Y2 to come out I'd bet if they did everything to the extent to please everyone they'd still be writing Y1's story right now.

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Less load would be not having such characters at all, at least simulated. Balancing the AI tables of a randomized Class would be a nightmare...

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2 hours ago, Metis said:

Less load would be not having such characters at all, at least simulated. Balancing the AI tables of a randomized Class would be a nightmare...

To say nothing about how one would write generic stories for uninspired random characters. You can't just randomly generate stories and backgrounds, they have to be hand crafted. That's a lot of the charm of Academagia. Not even going to go into the art assets required to pull that off, either. I'd take 80+ hand crafted characters (more including the professors) and stories over hundreds of pregenerated characters that you'll forget about after you start the next game.

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