Adam Prime
hates soccer, is Mexican
Latest idea for a next game.
CSH gameplay..
I stopped reading after that. I'm in. Sold. Make it about whatever you want.
Latest idea for a next game.
CSH gameplay..
No, but it's not like I know how to do anything else but make games. First month sales were lower than my low-end estimate, but they weren't quite as bad as I initially thought before I got more info on PS4 sales. I initially thought PS4 sales would be about the same as Steam sales or slightly worse, but it turned out that PS4 sales have been noticeably higher than Steam.
However, it's not all doom & gloom. One, I'm hopeful that sales will be decent over time. And two, we now have a much more advanced RPG engine than we did before AND the means to release on multiple platforms AND a lot of experience on how to make & release games. I think if we apply everything we've learned, we can make the next game in a fraction of the time & turn things around.
Yeah, I want to be mostly done with tinkering with the game before I go back and do a final test/optimization pass on Vita.
Gamasutra article: 7 classic RPGs that inspired Cosmic Star Heroine
No, but it's not like I know how to do anything else but make games. First month sales were lower than my low-end estimate, but they weren't quite as bad as I initially thought before I got more info on PS4 sales. I initially thought PS4 sales would be about the same as Steam sales or slightly worse, but it turned out that PS4 sales have been noticeably higher than Steam.
However, it's not all doom & gloom. One, I'm hopeful that sales will be decent over time. And two, we now have a much more advanced RPG engine than we did before AND the means to release on multiple platforms AND a lot of experience on how to make & release games. I think if we apply everything we've learned, we can make the next game in a fraction of the time & turn things around.
Yeah, I want to be mostly done with tinkering with the game before I go back and do a final test/optimization pass on Vita.
Do you think it would be possible for your new engine to support the Switch?
I had originally just planned to pick up CSH on PS4 and stream to my Vita when I felt like playing off my couch but still at home, but now that I've had a taste of true hybrid gaming I am friending for more.
I love that Bravely Default is included in here. BD and CSH are really the only two games where you ever NEED to use that Defend option.
No, but it's not like I know how to do anything else but make games. First month sales were lower than my low-end estimate, but they weren't quite as bad as I initially thought before I got more info on PS4 sales. I initially thought PS4 sales would be about the same as Steam sales or slightly worse, but it turned out that PS4 sales have been noticeably higher than Steam.
However, it's not all doom & gloom. One, I'm hopeful that sales will be decent over time. And two, we now have a much more advanced RPG engine than we did before AND the means to release on multiple platforms AND a lot of experience on how to make & release games. I think if we apply everything we've learned, we can make the next game in a fraction of the time & turn things around
Yeah, as I was making CSH, I realized that we had far too many characters for the game's length, but since we had done a Kickstarter, I didn't feel comfortable cancelling characters. I think a smaller cast will help us make each character far more memorable.
On my end, the vast majority of my time was spent making & tuning the general engine so that's a huge burden that's taken care of already. Obviously, making a shorter game speeds things up a lot. And we have some other ideas for ways to speed up the game creation process without sacrificing quality.
No, but it's not like I know how to do anything else but make games. First month sales were lower than my low-end estimate, but they weren't quite as bad as I initially thought before I got more info on PS4 sales. I initially thought PS4 sales would be about the same as Steam sales or slightly worse, but it turned out that PS4 sales have been noticeably higher than Steam.
However, it's not all doom & gloom. One, I'm hopeful that sales will be decent over time. And two, we now have a much more advanced RPG engine than we did before AND the means to release on multiple platforms AND a lot of experience on how to make & release games. I think if we apply everything we've learned, we can make the next game in a fraction of the time & turn things around.
Our existing engine should support Switch. Switch supports Unity & Cosmic Star Heroine was made with Unity. The game is rather low on system requirements so it's not like the Switch doesn't have enough power. I'd love to get the game on Switch (after I'm done with the other ports), but I haven't been able to get a devkit yet. So yeah, if you want to see CSH on Switch anytime soon, let Nintendo know, because it's mostly on them at this point.
Our existing engine should support Switch. Switch supports Unity & Cosmic Star Heroine was made with Unity. The game is rather low on system requirements so it's not like the Switch doesn't have enough power. I'd love to get the game on Switch (after I'm done with the other ports), but I haven't been able to get a devkit yet. So yeah, if you want to see CSH on Switch anytime soon, let Nintendo know, because it's mostly on them at this point.
Chrono Cross is easy enough that you rarely ever need to defend while stamina is low. Not to mention there's accessory like dreamer's sarong and vigora element later on.Chrono Cross
Ah ok that does make more sense. I was just a little surprised as I had even seen you both mention Suikoden during development ha ha. Thanks for the response.The interview was actually with both me and Robert, but Robert wasn't able to answer the questions in time for the article. So as to the base, it's actually both; when it came to modelling the ship and its layout and how and where the main characters deliver sidequests, Mass Effect was the inspiration. Obviously the initial idea came from Suikoden and the support character recruitment / "base building" stuff.
The particular quote there for this section is missing a tiny segment where I asked Robert if he could fill in about the Suikoden influences, but since Robert was unable to answer the interviewer's questions at the time, it didn't get in there. I think the article's author (Joel) did a great job condensing all the stuff I blabbed about in answer to his questions though, to keep it concise
Our existing engine should support Switch. Switch supports Unity & Cosmic Star Heroine was made with Unity. The game is rather low on system requirements so it's not like the Switch doesn't have enough power. I'd love to get the game on Switch (after I'm done with the other ports), but I haven't been able to get a devkit yet. So yeah, if you want to see CSH on Switch anytime soon, let Nintendo know, because it's mostly on them at this point.
So has the main bugs/issues been ironed out for the game? I've already purchased it for the PS4, but have been waiting for everything to be mostly fixed, no glaring issues, before I start.
Gamasutra article: 7 classic RPGs that inspired Cosmic Star Heroine
Playing on normal was kinda easy I admit(but I was having fun) but I actually died 2 times at a later Boss on normal...had to change my team around,check who had revive and could debuff because ''Vulnerable" is a bitch lol...
You know.. we actually intended the 4 difficulty options to imply that there's not a "normal" difficulty, but rather 2 "normal" difficulties; a slightly easier one and a slightly harder one (Agent and Heroine).
I strongly recommend people play on Heroine personally.
I'm also not 100% sure about the Style subsystem. We seem to be breezing through without really paying it too much mind. Maybe its more necessary on the hardest difficulty or comes more into play later?
Style is basically an escalating buff. The more style you have, the harder your attacks hit (I think it might also make heals more effective) and the more likely your status effects are to take effect on enemies.
You can lose style by being reduced to 0 HP (onHeroine difficulty, you lose 50 style and get one more move at negative HP) and by moves you will learn later in the game with the "Break" property. Break moves knock your style back down to 0, but are very powerful moves. Using one at an inopportune moment can cost you dearly, but using them well can lead to some crazy damage output.
Enemies also gain style as fights go on, increasing the amount of damage they do to you.
Yeah I got the basics of the system -- what I mean is, thus far, we haven't really felt a need "manage" it like we have the other systems. It goes up readily enough just through regular gameplay that the skills to boost style in various ways (Grind on Dave, Solo Act on Lauren) feel pointless so far. The fact that enemies gain style and power at the same time makes us less interested in a prolonged fight, giving rise to a "death is the best crowd control" feeling aka why boost style when I could be damaging / other support options and gain style at the same time.
Yeah I got the basics of the system -- what I mean is, thus far, we haven't really felt a need "manage" it like we have the other systems. It goes up readily enough just through regular gameplay that the skills to boost style in various ways (Grind on Dave, Solo Act on Lauren) feel pointless so far. The fact that enemies gain style and power at the same time makes us less interested in a prolonged fight, giving rise to a "death is the best crowd control" feeling aka why boost style when I could be damaging / other support options and gain style at the same time.
Rob, any word on the below? I've been playing on PS4 and wasn't sure if the following was fixed on the latest patch?
I've had crashes on the first planet, right outside the factory where there's a major issue with the battle test option. Enemies sometimes spawn off screen and results in freezes sometimes.
Any ETA on the bonus dungeons patch?
I'm finally done with Trails 3rd, so I should really play CSH, but if you plan on adding that stuff in the next few weeks, I might hold off.
I'm thinking the bonus dungeon patch is going to come out sometime in July. I really want to get the Vita port out next month so I'm probably going to focus on that now. And currently the bonus dungeon patch was just going to include a couple of mid-game character sidequests, but now I'm thinking that we should probably throw in a "harder than final dungeon" endgame content as well which would take some extra time to set up.
Where exactly are you using the battle test option? Can you send me a screenshot?