Here's the latest on Final Fantasy Friendship version 0.1:
Much of the necessary creative and mechanical assets have been implemented and tested by yours truly. Now comes the more complex work for me to do, which is story events. I can understand why this part of the development is harder than editing scripts and code. 馃槄 I've had to take quite a few breaks to avoid burnout—somehow I find that writing dialogue is, for a lack of better words, boring, frankly.
Aside from story events and dialogue, part of the mechanic editing includes re-working the initial ATB rate: the amount of the active time gauge is filled at the very start of battle. You can check out a screenshot of that below.
By my calculations, this new formula for the initial ATB rate should ensure that, on average, battlers will always have approximately 70-85% of their gauges filled when battle starts. However, this window can vary depending on how many battlers are on the screen and what their Agility values are. Nevertheless, this new formula offers a more stable yet dynamic ATB system that's easier for me to handle.
That's the latest content added to FFF. I hope you look forward to its alpha release as much as I am! Of course, more updates will come as the game develops.
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