Phantom Tactics 07/20

Jul 21, 2009 03:31

I choreographed 1-2.5 and I'm trying to test it now, but I don't have a post-1.2 save and I'm finding it a tricky transition back from Valkyrie Profile: Covenant of the Plume. (More on that game in a later post. Briefly: It's great.)

COTP uses something similar to the Phantom Tactics support system: all allies within attack range of the target will join in on the attack. This is subtly different from PT, where all allies within one square of the attacker/defender will join in on the battle. Notably, if you try to play PT like COTP, you'll get creamed. I haven't done that yet, but it was a little disorienting at first.

In other news, I've culled my old compositions looking for stuff that would fit into PT. I found about a dozen songs. Most of them are unused, but you'll recognize a couple of them from Vikings of Midgard. I'm going to try for an original soundtrack, though I make no promises.

Aw man, Janus just died. I have to replay 1-2 now.

Updates: 1-2.5 works like a charm; 1-3 is functional but reveals a lot of bugs in the AI. Aside from fixing those, I also need to come up with a framework for adding reinforcements. Shouldn't be too hard.

Animations ready, need to be scripted:
- Knight
- Skeleton

A few more are ready, but I don't think they'll show up in chapter 1, so I'm being lazy about them. (Marksman and Gunner have been ready since before the demo and I still haven't scripted them.)

I'd like to finish Ch.1 by August. A very achievable goal, I think.

game design, phantom tactics

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