Pero a ver, insisto, la cuestión es que si te fijas en la información que dan en la campaña, es mínima. Sobre lo que es el juego. De las virguerías técnicas todo lo que tú quieras. Pero si me vas a hacer un rpg de la ostia que rivaliza con Chrono Trigger, pues cuéntame algo más. La queja está ahí: demo sosísima, información mínima de la parte más jugable. Genera dudas. ¿Qué tiene eso de malo? Parece que a alguno le molesta. Madre del amor hermoso, que no pasa nada, hombre.
Cosas que dice esta peña:
"The world is rich, the plot complex, and the characters dynamic and multi-dimensional."
"Much of what we're trying to do is show that the NES, the humble 1980s console on which the JRPG was really born, is capable of supporting JRPG-style games of the
sophistication and quality level of those later titles which formed the "golden age" of the JRPG."
"Think of the way that Half-Life was a refreshing change from the FPSes that existed up to that point and you'll have an idea of what we're trying to achieve."
"The main game engine of Former Dawn is top-down with smooth 8-directional movement, supporting real time combat, use of tool items, engagement with the environment, and dialogue interactions with NPCs."
¿Qué me aseguráis que luego van a cumplirlo todo? Pues para entonces, me congratularé. De momento, tengo mis dudas razonables. Apuntan muy alto. No se cortan en decir que van a hacer un rpg digno de Chrono Trigger. Pues no sé, yo sería un pelín más humilde.
Edito y añado información bastante interesante:
Q1) How you will balance the combat in real time with the turn system?
A1) Each playable character will have D&D++ attributes which determine the shape of their abilities over time, just as in any RPG. These same stats will be used in real time and turn based combat, and each area's enemies and boss(es) will be tuned so that if the enemies in an area feel hard, so will the boss, and vice versa. When fighting a boss, you will be able to level up characters' abilities mid-fight, then run away and heal (or level up) if necessary, then return to the fight.
Q2) Can you interact with objects?
A2) Yes. The game is going to have switches, secret passageways, computer terminals, mini-games, and all sorts of other great stuff. We just haven't walked about it yet because we haven't implemented most of it and it's not great marketing to keep talking about the things we *haven't* done yet. But the plans are there and we definitely have the programming an design talent to implement the plans. We just need time.
Q3) Enemies will be more active (in the demo they seems easy to evade)?
A3) This has been addressed and you'll see a huge improvement in the playable demo for the general public that is about to go out. We're nowhere near done, though. The plan is to have the enemy behaviors polished and somewhat advanced by the standards of this genre of game, but we have to make a few things more efficient in our real time game engine before we have enough CPU cycles to implement those advanced features without slowing down the game.
Q4) Puzzles?
A4) Definitely! A lot of them will be in the spirit of the Zelda games, but with a good attempt at making them blend in well with the lore of this game world instead of being arbitrary, disconnected mechanics.
Thank you. Great things are coming if we get funded; the purpose of the playable demos is primarily to demonstrate the quality of the artwork and the technical mastery. The (good) gameplay is something that had to wait until those 2 things were in place, and we simply need external funding to continue the project.
Pues con esto y un bizcocho, yo me quedo en espera de que la campaña vaya bien y de que avancen en el desarrollo, porque al menos ya hay confirmación de varias cosas que me preocupaban y que van a tener solución (o al menos las tienen en cuenta, y eso ya es mucho). Mucha mejor pinta ahora el proyecto con más información.