Vanished Nights Reborn Feb 17, 2006 16:19:40 GMT -5
Post by Jugem on Feb 17, 2006 16:19:40 GMT -5
bigfoot721 said:I really do hope you remake Vanished Nights, its easily the most imaginitive RPGM2 game out there. And if you can make a CBS that is inspired by Take's, I am all for it.
Just to make it official, Vanished Nights is indeed underway. Again. I'm doing it from scratch though, as my scripting knowledge has grown tremendously since I last worked on this game. So I'll be able to do things more efficiently/less complicated this time. I've been working on the real-time action combat engine (I prefer that term to acbs). As I mentioned somewhere else, I'm going about this in a completely different way from all other rpgm2 action-adventure/rpgs out there.
And this allows me to fix one of the major weaknesses with respect to action combat systems. So, movement while dodging attacks or setting up attacks will become much more intuitive and less frustrating for the player. I think most people who have played action-adventure rpgm2 games know what I'm talking about. Maybe. This does create a couple negative side effects, but they are very minor and the benefits of my new approach far outweigh those minor issues. In fact, one of those negative side effects might even become a positive thing.
Also, as far as controls go, there will be no more "square + another button" to use items/magic/etc. All it will take is just a single button press now (similar to Nash's discovery, only implemented totally differently -- no vehicles involved).
Here's a list of things I'm looking to improve over the previous demo:
-play control (as mentioned above)
-cutscenes (more cinematic)
-first boss (requiring a bit more technique to beat him, and maybe changing up his attacks a bit)
I'll update this topic when I make more progress. As of now, I'm still working on the real-time action combat engine. My next step after that will be to start recreating the areas that were present in the demo.