Jaeger wrote:I actually, like the iso map, it made the towns and other environments more enjoyable to navigate than a bunch of text boxes. Besides, once you have the tilesets, I thought you can reuse them for future games.
Yes though it was more complex to make, in particular the dungeon parts. As you can imagine is much harder than a simple 2d map with locations to click. I mean, I could still have a simple 2d town with locations to visit instead of text boxes. Would still look nice to explore, but without the mess of the iso map
Jaeger wrote:Multiple slots for armor and accessories worked well for SOTW, given the random nature and multiple properties of each piece. That being said, an RPG get by fine with just one slot for armor slot and maybe a couple for accessories.
I guess depends on tastes in the end. For sure such a big variety of slots, combined with 8 party members, was a bit nuts
However I'm sure some players liked it!
AFTER SOME HOURS...
Well thinking about it better wasn't probably all the features in particular, but the time that took me to make and all the battle variations. The writer (following my instructions) made specific custom conditions for a lot of battles. Those took time to code and test. It's also the game with most variety of enemies (over 115 if I remember correctly, including some variants).
So yes when compared to Loren, PS1 or QoT, it's clearly those two aspects: too many skills, enemies and custom battle conditions. If I could reduce all those 3 aspects by half, then I guess I could do another SOTW style game