Crrash
Power Member
daquilo que percebi é só enviar mercenariosSupostamente não; ainda nem sei se tem componente de "battle" ou se apenas envias os teus mercenários para missões (opção à lá FF Tactics).
Consulta o Portal de Jogos da ZWAME. Notícias, Artwork, Vídeos, Análises e muito mais.
daquilo que percebi é só enviar mercenariosSupostamente não; ainda nem sei se tem componente de "battle" ou se apenas envias os teus mercenários para missões (opção à lá FF Tactics).
Pois, eu também, mas tu geres as job classes deles e eles podem ser bons numa e maus noutra, etc.daquilo que percebi é só enviar mercenarios
Para Wiiware acho impressionante como eles vão enfiar isto numa distribuição virtual e com limites de storage bem "apertados".Podiam melhorar era os graficos.
Acho que a GC fazia esses graficos na boa.
Não está previsto, é um jogo Wiiware.sera que também vai estar disponível nas lojas?
Errado. Compraste, pagaste, apagaste? Vais ao histórico de downloads e saca de novo.De facto os 512 MB são limitados, mas as coisas que compras ficam compradas, coisa que não acontece no Xbox live, compras e apagas? caput, compra de novo.
My bad, tinha ouvido o oposto face ao XBLA.Errado. Compraste, pagaste, apagaste? Vais ao histórico de downloads e saca de novo.
O Crystal Bearers? Está em desenvolvimento; ainda há 2 semanas o IGN falou dele num podcast, como estando com uns grandes gráficos e tal; mas que ainda falta para sair.Desculpem lá o offtopic, mas entretanto o que é que aconteceu ao Final Fantasy Cristal Chronicles que ia sair na Wii?
O Crystal Bearers? Está em desenvolvimento; ainda há 2 semanas o IGN falou dele num podcast, como estando com uns grandes gráficos e tal; mas que ainda falta para sair
Hmm, eu pelo que vi diria que vem completamente diferente (3D-zelda'ish); mas isto é assunto para a outra threadDesde que venha com excelentes gráficos, e uma jogabilidade um bocado melhor que a do crystal chronicles não me importo de esperar.
Fonte: http://wii.ign.com/articles/854/854726p2.htmlSquare Enix definitely wanted to be one of the first developers out of the gate for WiiWare:
Toshiro Tsuchida: We hope that being one of the first ones out there will get us more attention. Because we were trying something new, any attention we could get we thought would be good.
What was your initial inspiration to make My Life as a King? Why did you choose to make a Crystal Chronicles game your initial WiiWare offering?
Tsuchida: We wanted to give the player the perspective of a king rather than a hero. That was the original concept. We chose Crystal Chronicles because there is a lot of interaction with the villagers. There's a lot of talking. There are a lot of simple AI movements where the NPCs move on their own, depending on what they're looking for and what they want to do. We felt the characters in Final Fantasy Crystal Chronicles would best fit that kind of setting. Some of the other assets we had we didn't think would fit that movement very well.
Development on My Life as a King began before the final WiiWare tools were given out.
Tsuchida: We assumed from the beginning it wasn't going to be all that different from other Wii games, except for the memory limitation. So, it actually wasn't that difficult. Nintendo has a pretty good environment set up to develop games. The small things were a little bit different in the end, but for the most part it wasn't that difficult.
Battles take place off-screen, this presented difficulties for the team as they tried to engage the player.
Tsuchida: One of the biggest difficulties was the major battles. Until now all the major battles you saw directly. But this time someone is off fighting a battle on their own and you don't get to see that. So it is kind of hard to build up tension, and also write dialogue that talks about it. Also, we have a lot of NPCs moving on their own. Traditionally in our cut-scenes we knew who all our NPCs were and it was easy to construct cut-scenes. But this time we had a lot of problems talking about the story and some guy comes walking in front of the camera. So we had to adjust all of those little things. I think some of the Western developers have had some more experience with that sort of thing.
Can you give us an idea of how long the game is?
Tsuchida: If you just play straight through very quickly it's not that long. We're hoping that someone who likes games will play it for about 10 hours.
The team didn't have to leave anything out.
Tsuchida: If anything, we imagined the game to be a lot simpler [than it was in the end]. Once you start making a game you start getting more new ideas. I think we ended up having a lot more stuff in it than we expected. Sometimes when you have restrictions you get more ideas. In one sense that kind of helps us make new games. On the other hand if we have a game that we can't fit in 40MB we'll just release it as a normal package game. I think we just have another choice, it's not really a restriction.
The game is currently sitting at just under 40MB, but that is subject to change. We asked if My Life as a King would be seeing additional downloadable content, or if WiiWare even supported DLC. Tsuchida and his handlers respectfully declined to comment on this "edgy" question.
How large was your team?
Tsuchida: I think we had a core staff of six. In total about 18 people. But we had a group of guys who ate lunch everyday and talked about the game, and that was about six people.
Even though it's different Tsuchida thinks fans will be pleased.
Tsuchida: The loyal fans, I think, will get mostly what they're expecting from a Square Enix game. But the game design and gameplay are a little bit different.
"country-building RPG" how much flexibility we'll have?
Tsuchida: One of the design decisions we made are that all the roads are fixed. You have slots you can fill in. So in that sense there is not that much freedom. There are different size buildings. In terms of what you actually build in there, such as houses or stores… Some of those things are kind of required to get past certain parts of the game. But for the most part we tried to keep it as free as possible. One of the difficulties we had while making this game is on one hand you want to give as many choices as possible to users. At the same time if it's too wide open they don't know what to do in the beginning. Because this is our first time making this kind of game we do some hand-holding, at least in the beginning, such as "you should build this first, something like this next…" But the final layout of the city is pretty much up to the user.
Tsuchida says it shouldn't be necessary for players to read the manual before playing, as they've included tutorials in the opening moments of the game. He also made clear that this is more of a hardcore title than casual.
Tsuchida: We actually kind of struggled with that a lot. In the end we stuck to our guns and made a game we would play. We're kind of gamers, so maybe it's not all that family-oriented. To make up for it we tried to work on the tutorial, to try to make it as user-friendly as possible. We worked on the tutorial and the user-interface so that more casual users could play it. Also, one of the reasons we chose Final Fantasy Crystal Chronicles is we hope that style would probably be better for the Wii target market.