Yoshi
Headmaster of Console Warrior Jugendstrafanstalt
After designing the first level (not necessarily the first level of the final game or even a level that gets into it, just a first demo level for my concept demo) for my SRPG I must say, the mission design will probably take a whole lot of time. Even though it's just a small 29*16 level with 14 enemies, it took me more than half a day to get it done. Considering later missions will be way more complex, I really hope I can manage designing the game within a reasonable time (a year?). I'm very happy my fiancée volunteered to make the graphics and help with the story writing, but even still, it will be hard to find a good balance for different team-set-ups in later levels, even if I were solely concerned with the level design (and its corresponding character design).
I hope I can find the time, skill and passion needed to design later missions without repeating any of the mistakes I was so quick to judge in Fire Emblem games . Hopefully the base mechanics and AI algorithms I have programmmed so far continue working as intended, I already now dread the potential bugs only found in half a year while knee deep in designing levels instead of programming...
I hope I can find the time, skill and passion needed to design later missions without repeating any of the mistakes I was so quick to judge in Fire Emblem games . Hopefully the base mechanics and AI algorithms I have programmmed so far continue working as intended, I already now dread the potential bugs only found in half a year while knee deep in designing levels instead of programming...