http://www.mediafire.com/?upd9nx7d53xn6eaMinor update patch. This'll give you a taste of the new intro (there are tutorial battles, akin to like say...FFIV, though try not to die ^^; ). Do let me know if the battles are too hard or not...this is important! I had considered doing this as well for the Chireiden and Mima scenes, but I did not. Also, the Shikieiki scene has been completely removed. I felt it was useless to have...
In addition, I just realized that in the Crafting Shop, I DO have a shop for buying crafting materials. Guess I never go there much myself or I just plain outright forgot all about it ^^;;
Also, the only maps I'm going to revamp are SDM (somehow) and Eientei. The instant game over traps in Bamboo Forest now just send you to the start of that map, so less frustrating (though people may still opt to F12 and reload save to save time I guess...). There's really nothing terribly wrong with Human Village, Misty Lake was already revamped, and Forest of Magic seems ok (originally I was going to make Forest of Magic another maze, but that'd mean there'd be 4 mazes in a row, which is bad...). Dunno if Forest of Magic should be expanded at all or not...either it or Bamboo Forest will have an underground segment to it too (I'm thinking Bamboo Forest since it already HAS the pitfalls...).
That is all! Do let me know how that intro works for ya'll! I'm not sure if anything else needs done with it or not...still deciding on that.
@Soul Devour: 1) Yes, like those. From what I've seen, it's rather difficult to lose in the tutorial battles, but it's still somewhat possible I suppose.
2) The only reason I bring up expanding Forest of Magic is well, it just feels really, really short being one screen. It doesn't feel much like a Forest of Magic, but I suppose that's ok (we'll be going back to the Forest of Magic, and several other areas in the game, a few times later on in beta6 so there's plenty of room to have a more expansive forest).
The boss fight with Tewi and the rabbits does need rethought aye. I think I should cut down on how many rabbits there are with Tewi...probably by like half (so Tewi +3 other rabbits??). The respawning doors originally weren't meant to respawn at all...I still don't know why they do. I think I dun goofed something or something. But overall Eientei is TERRIBLE anyways (it was meant to be a puzzle-type dungeon, but it's not very puzzle-like at all...just annoying). I'd rather not make it a complete maze, since Bamboo Forest does the maze gimmick just fine. Any ideas on Eientei?
That has always been a problem with the SDM too. I tried modeling it after an actual mansion in the last revamp (remember, it has been revamped 4 times over...), but there's not much I can do with it. I could probably stick some fairy maids here and there in areas and give them some dialogue I suppose to make it more flavorable, but as far as touching up on the maps, not sure how I'd do that. Maybe it'll get fixed once my mapper does something with that. In other news, the basement it also very terribly designed and doesn't feel like the SDM basement at all...
3) I'm aware of that too (hell, my download speed isn't exactly that great either). The issue though is that every piece of music is handpicked for specific events (though I guess bosses don't really NEED every theme ever...just the dungeons, event music, and character themes/battle themes). I'm not sure what I'd cut at all! @_@;;
4) That's due to how RPG Maker handles physical damage. I'm looking into ways of fixing that (which means I'll have to rebalance a LOOOOOOT of things again). Think of this: Super-weak to physicals means 500% extra damage taken (very, very few enemies are like this, and Patchouli is the only one to fall into this), weak means 250% extra damage (several enemies and most of your characters fall under this), normal is 100% (a lot of enemies fall under this, and I think Meiling/Yuuka/Momiji do too), then it's 50% damage, and then 0%. If I revamped it, it might go 1600% > 800% > 400% > 50% > 0%. I'm not sure, it's handle stupidly and whatnot.
In case you're wondering, damage formula for physical attacks is: (Attacker's ATK/2) - (Defender's DEF/4). Yup, that's how they decided to handle the physical damage. Great isn't it? An in addition, Magic and Magic Defense share the same stat (and by that notion, in a way, Agility and Evasion share the same stat). Don't ask what they were thinking with that...
5) Yeah, I generally do one thing and then shift to another. After working on background coding for abilities for about 7-8 months straight (That was with the Weapon/Armor Bless abilities), I decided to touch up on other things with characters, such as secondary command abilities and equipment. This was all after doing some map fixes and other bug fixes, of which after doing that for 7-8 months, and during my 4-5 month break, I did more bug fixes and whatnot (and apparently included that synthesis shop for buying crafting materials...). This also included putting in like 200+ animations for skills and such, which was needed badly as well. It's just hard to do multiple things at once (i.e. animations for skills, character balancing, monster balancing, mapping, eventing, coding, etc.) all at once, so I generally tackle one thing massively for a while. Hope that helps with understanding how I handle things! ^^;;
@Kaitani:1) Should play Devil of Decline or Genius of Sappheiros then. Those are just as long and have just as much stuff as well (honestly, I didn't even think either of those game's intros were THAT long, but when I saw them again, it was like what...).
2) That's kinda why I axed out random encounters during Bamboo Forest (yes, during all 3 sign puzzles? There were random encounters. I got rid of them as I MYSELF got super annoyed at them...). Though not sure if that would make Misty Lake's puzzle hard or not. The maps generally aren't super big so you wouldn't run into many encounters in them, unlike Bamboo Forest where the maps are a lot bigger, and you have to do sign puzzles...hmmm...
3) That's why I'm thinking of repackaging the entire thing into one thing, with just the vanilla songs (again, need to decide which songs will stay around, and I'd have to do a lot of in-game scripting for the songs...).
4) Muenzuka is meant to be one of the harder areas, since it's around the later parts of Normal mode (yes, Muenzuka is still around Normal mode. Hard mode really doesn't pick up until around Eastern Forest. I think those elemental fairies are reason enough for that place being Hard). It's still possible to handle them (though the Sakuya Mirror is pretty nasty...).