Final Fantasy IV Research & Development / Re: Graphics info
« on: February 04, 2015, 05:36:26 PM »Those are all some really neat changes. Yeah, FFIV's Dwarven lands doesn't seem to have any water and judging from the reaction by one of the Dwarves to clear blue water I imagine they drink Magma, the idea you've made has a lot more sense to it. Also again, a Fire Area and an Ice Area are two places that are noticeably missing from FFIV so I'm glad to see you're rectifying that.
Doing the best I can. There are some graphical oddities in the Ice Mines currently though. They're using the Feymarch/Sylvan tileset with a blue/white palette but for some reason it looks fine in FF4kster but in the actual game the walls glow red. Also the palette of the battle background is green like the Sylvan cave... is there a way to change that but still have the Feymarch and Sylvan caves keep their colors?
Since you mentioned two-handed weapons, will there be more available? Or are you using the slots available more judiciously?
The Avenger and Ragnarok are two handed, as well as all hammers and harps. You need two hands to operate bows and arrows, so even though they're not in the range they still count for all practical purposes.
Your idea for the Holy Fiend is great, while more story to go along with it (a subplot or something) would make it even more impactful, I understand too well the constraints of space all around.
Right now the plot is basically going to just be what's needed to get the game playable and making sense from beginning to end. There are going to be a lot of optional scenarios near the end so I'll see what kind of space I have to work with afterwards in terms of fleshing things out more.
We have EVEN MORE themes now, but some old ones are gone...
Er, upon further experimentation, while the visual is now totally awesome, the behaviour has become that it always uses the same effect instead of randomizing between the four...
