DarkWolf
Oct 24, 2016
...OK, I can see that, but what I still don't get is that the very...city(?) the noble made mention of is no longer off-limits; I would imagine between that being such a huge thing (and therefore the news would've had to spread like wildfire) and the fact that several years had passed that everyone would know by that point.
So it doesn't make sense to me that this guy is so against poor Amber just b/c she looks different.
I think it makes a perfect sense, I mean have a look at such situations IRL, even true general public is against racism for a long time there is still a lot of racist individuals and organizations all over the world.
In Loren's sequel, you'll see that dark elves aren't welcomed everywhere. That Loren's slavery changes aren't welcome either between the amazons themselves.
It's not like they turned a magical switch ON/OFF 
Does that mean wee will get a chance to support the way of Amazon discrimination against males and their slavery in sequel? I always hated how that choice was forced on us in Loren 1 even true I supported way of Amazons from the beginning.
jack1974
Oct 24, 2016
I think it makes a perfect sense, I mean have a look at such situations IRL, even true general public is against racism for a long time there is still a lot of racist individuals and organizations all over the world.
Exactly. Besides, in this case is racism. But it could be applied to anything. Just because someone (or most people maybe) says "vampires are evil" doesn't mean you can't have a vampire friend (Ruby AAWWW <3 <3).
Of course those can be exceptions, etc. But saying "it's not possible" it's like saying "either is black or white". Black or white worlds are boring IMHO.
Does that mean wee will get a chance to support the way of Amazon discrimination against males and their slavery in sequel?
No that argument is not touched in the sequel, at least for now. There are more urgent matters in the story
Back on topic (Amber art thread), you always wanted to make an item with Dragon Mucus, didn't you????


https://pbs.twimg.com/media/CvhSbo3WcAAJMlZ.jpg:large" style="max-width:100%">
That is the inventory screen, showing for each item how many single items you have, and their quality. As you can see the price is determined by the item quality. 100% = the original price (which in case of mucus was 50 gold).
Troyen
Oct 24, 2016
Would it be worth color coding the quality text (or item name text) based on quality? E.g. 60-80 be green and 80+ be blue (and maybe 100 be purple)? Or is there a way to sort by quality?
jack1974
Oct 24, 2016
Yes I could change the color based on quality. Currently there's no way to sort based on quality but I think shouldn't be hard to do. Actually it should probably be the default sorting.
In the crafting screen (which I haven't recoded with my GUI yet) there are buttons to auto-complete the recipe using the highest quality items, so for crafting already works, only in the inventory screen doesn't.
jack1974
Oct 24, 2016
Colors based on quality added


http://i.imgur.com/fpIEuca.jpg" style="max-width:100%">
Troyen
Oct 24, 2016
Colors based on quality added 

http://i.imgur.com/fpIEuca.jpg" style="max-width:100%">
That makes it a little better to pick ingredients at a glance. Though now that I'm looking at the numbers, I wonder if it really needs to be 1-100 or could just be five categories (a.k.a junk, low quality, regular, good, flawless). There doesn't seem to be a significant difference between 48 and 50.
Reason I bring it up is when you get into the actual crafting gameplay, it makes it hard to see right now how much ore you have. Even if you sort it, if you're scrolling through three pages of Dragon Mucus to get to the low quality 38 mucus you can burn on a recipe, it could get a little tedious especially if it doesn't impact the end result much. Whereas if you bucket them into quality types then you can group them together and just say you have 12 low-quality dragon mucus to select from.
That said, I don't know if the quality score actually has a significant impact on the crafting (e.g. maybe you're summing the quality of ingredients?), so it's hard to say. But if the difference is minor, I'd encourage less clutter where possible.
(I still have flashbacks to trying to navigate shop lists of those starting tier 5 HP medpacks in PS1 late-game where everyone had hundreds of HP.)
jack1974
Oct 25, 2016
I put random value between 0 and 50 for that test, but in the final game would be 0-100. At least internally that value can't be changed.
I thought about grouping the item, I even sent an email to Anima about it, however the thing is that you shouldn't really have 500 quantity of one item at any point of the game.
I think I can display the quantity in the inventory itself, like Gold Ore (9).
About the quality, each recipe has a formula, and each ingredient is more or less important based on internal values. For example in one recipe the gold ore could contribute for the 50% to the quality of the end item, while in another could be 75%, or 25% or any other value. That part isn't show because otherwise, the game does everything for you
I need to look again at those Atelier games to see how they do it, since the system is very similar. I don't think they group the ingredients either.
However what you say makes sense, but I'm waiting to see in the final game how much of a problem this is.
Franka
Oct 25, 2016
Atelier games are sheer hell at finding the ingredient you need, but they have the added kink of each and every ingredient having additional properties, so you can have big, cold dragon mucus quality 83 and heavy, mutated dragon mucus quality 83. It's a nightmare to find anything once you have 300+ ingredients.
jack1974
Oct 25, 2016
I haven't played those games for long I admit

The thing is that for the crafting itself, you can just click auto-complete (and it also tells you if the recipe can be crafted). So it's not like you manually need to look an count the item and see if you have enough. The game itself will tell you the missing stuff. I think done this way should be less of a problem?
Franka
Oct 25, 2016
The latest Atelier game has a neat little mini game for alchemy, where each ingredient is a Tetris block size and you fit them inside your cauldron while trying to match colors to increase quality and stats. You can just spam blocks if you don't care, but maximizing takes a lot of forethought.
In case you're ever thinking about more gameplay ideas.
jack1974
Oct 25, 2016
Haha that's interesting, sounds fun. I don't think I'll make such a complex minigame though

jack1974
Oct 25, 2016


https://pbs.twimg.com/media/CvodSNMWYAEXsk3.jpg:large" style="max-width:100%">
Oh Manuel... why you try to charm Amber, when you know well that YOU CAN'T BE ROMANCED!?!? Stop doing it!
Also, it's fun Amber's face. It's like "yeah I know, I'm beautiful!"

jack1974
Oct 29, 2016


https://pbs.twimg.com/media/Cv9xmvZWcAADB7W.jpg" style="max-width:100%">
too much cuteness in a single screen! That scene is fun, basically Manue is trying to impress the ladies and Bernard comes ruining everything

BobTheMob
Oct 29, 2016
Haha, is he always like that? Deliberately gettin in people's ways at times like those?

jack1974
Oct 30, 2016
Well Manuel is not exactly a champion of modesty, so someone keeping him in line is good

jack1974
Oct 31, 2016
Update: finished all the basic jewelcrafting, and started Potionmaking. My goal is to have around 50 recipes on each skill, for a total of 250 different recipes. Then I could always add more, but... I don't want to go nuts either!


https://pbs.twimg.com/media/CwG6gQ6XEAA-pIK.jpg:large" style="max-width:100%">
Potionmaking is going to be soo fun. Those poor adventurers are actually drinking bear blood+sugar. I'm sure the recipe was made by Rowinda
