Please leaf through this list and rate them on a scale of 0 to 5, the points being
0: Consider not doing this1: I really couldn't care less without it2: Okay, I guess it's fine3: It'd be nice to have this4: Please include this5: It would probably break the game experience for me if this wasn't includedGeneral Stuff:* 1A. Remappable keys.* 2A. In-game sound player.* 3A-1. Multiple save files, first thing. If so:* 3A-2. The ability to load a 'File 1' and save it in a different slot.* 4A. Voice clips for things like spells and death and hitting and super attacks.More in-detail things:* 1B. Character cut-ins during textboxes.* 2B. Text effects and colors.* 3B. Separated 'pause' and 'status' screens.* 4B. The ability to switch characters in and out of the active party during battle.* 5B. Please rate this point based on if you would rather have only the active party's defeat as a loss condition (0), or the defeat of the active members AND the reserve members (5).Pertaining to difficulty and mechanics:* 1C: Harder encounters, easier bosses (0) or easier encounters, harder bosses (5)* 2C: Dynamic EXP scaling (like, less EXP for defeating low-level enemies and vice versa)* 3C: Leaked Experience- (0 = 0% carryover, 5 = 100% carryover-) the original Chaos Weapon gave 15% EXP to reserve members* 4C: Short, plentiful, possibly very difficult dungeons (0), or long, limited dungeons with average difficulty (5)* 5C: Flat inn restoration rate (0) or costs scaled to recovery (5) - This is like in Final Fantasy, where inns costed 500 gold, or like in Shin Megami Tensei, where you didn't have to spend 500 gold if you only need three hitpoints.* 6C: Sequential final boss with multiple, progressively more difficult forms.* 7C: Rather than pure numerical difficulty, Hard Mode affects skillsets and AI, and only minorly affects stats.I'm working on the tenth iteration of the Chaos Framework and would like to see what fluff I can trim or what stuff people would like to keep in.Also, if you have suggestions, I would love to hear them. Thank you~
1-a: "5"
2-a: "0"3-a-1: "4"3-a-2: "2"1-b: "3" 2-b: "2"3-b: "3"4-b: "4"5-b: "5":DAh, yes, thank you. I didn't think remappable keys would be… as important, but I figured I should implement it for posterity anyway.
The '4' response to separated pause and status kind of sticks out, though, any particular reason for this?I'm still thinking of various other points that I might or might not end up following through with, so I'll bug you about them again when I come up with enough new ones. Thanks again~!General Stuff:
* 1A 2* 2A. 1* 3A-1. 3* 3A-2. 4More in-detail things:* 1B. 3* 2B. 1* 3B.1* 4B.2* 5B. 0I've been playing torchlight lately, and it has made me really appreciate re-mappable keys. As for the pause thing, I assume the pause will be when you press escape or something and it gives you the menu to change settings and exit to desktop. If it isn't, then disregard that one…
I'm more of a story guy than a slap every feature known to man kind of guy.
So my opinions are based on how I would feel about having the most fun while playing.:waves his game reviewer badge in the air:Edit:Actually.Can I have a game reviewer badge? And maybe we should get one for Cesque too.@LAR
Well, there's Up, Down, Left, Right, A, B, L, R, and Start, as they're referred to in-game. The default keys are Up, Down, Left, Right, X, Z, A, S, and Enter, respectively. I don't know how well this translates to Dvorak or Azerty or what-have-you.There's also a Pause key, which is normally Escape. Hitting Start brings up the party menu, status information, stuff like that. Pause just freezes the game, lets you quit, etc. While you can't bring up the menu during cutscenes, you can pause, stuff like that.@JuurianWell, I also wanted to flaunt some newfound technical prowess. Before Dungeon Quest Man, the most complicated save system I had was Lunacy Star's high score boards.I've added a new section.