We’ve got a new Vax attack animation that we think is pretty awesome, and a lot more goodies awaiting!
Demo Updates
New Vax Attack
We’ve added a new Vax attack so we just thought we would show a glimpse at it. You can find the attack in the latest build. It’s the highest damage attack, so you’ll only see it if you choose Hard and answer correctly really quickly. 🙂
Run Speed
We’ve decided to up the run speed for the demo, so you should be able to get around faster now. In the real game, it may wind up being a bit slower (like the original) in the beginning, as you’ll acquire a sort of vehicle later on. (Think Pokemon, when you finally get a bike).
Final Fantasy 7 – Advent Children ANKI Deck
We’ve successfully converted an Anki deck to be used for the game! I wrote a script to simply convert a csv file to the format we need for our game. It actually was more of a hassle of getting the Anki into the right format. Not sure if it was just that specific deck or if it will be an issue on other decks. But currently the script can handle anything that is in csv format by telling it which column in questions and which column is answers. We wont be releasing this quite yet as its just a script, but we’re working on a flashcard creator that will also be able to import csv’s. ^^;
You can download the Final Fantasy 7 – Advent Children ANKI Deck deck here.
Difficulty Text
We’ve added some difficulty text to better explain how that works right now. You can view it again at any point by clicking the ? mark in the top left when on the choose difficulty screen.
Japanese Translation
SnowyD was kind enough to actually take the time to translate the demo into Japanese properly. Our version was pretty crappy and mostly just for showing proof of concept that we could handle Japanese characters and scale the text, etc. However, now we’ve got a much better version! It is now included by default in the demo, but here is a link to the original reddit post. ^_^!
In The Works
Alright, so I know I just added that difficulty explanation image to the game and showed it to you but the truth is we’re looking at upgrading the way battling works. Not the art/style, but rather just the mechanics. We’re not sure exactly what or how we’re going to do it but one of the ideas I’m really considering is a combo system combined with choosing attacks, which would get rid of the choosing a difficulty. We don’t want to give out too many details just yet as we’re not really sure whats feasible, etc. But just figured I’d let you know that that will be in the works. 🙂