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Legacies of Veridocia Demo 2 Release

Community Project's Second Release

Discussion about this classic Genesis/Mega Drive game.

Re: Legacies of Veridocia Demo 2 Release

Postby valhalla » Wed Jul 18 2018 3:03am

thanks for the great project!!

I have a question, maybe someone knows what happened.
When I unzip the game and run it, it works fine!
But if I try to move the directory to another path, it just show the dialog with "error occurs!!".
And then I remove it to the original path, it works fine again...

I just want to place the directory to my usb disk, and then I could play the game anywhere.

and sorry for my poor English...
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Re: Legacies of Veridocia Demo 2 Release

Postby Broked » Wed Jul 18 2018 4:01pm

@valhalla

There shouldn't be any hard-coded paths in the game that would prevent it from being moved around. Does it work when you place it in a different directory that is NOT on the USB drive?

Also, what operating system are you using (Windows, Linux, Mac) and are you using the .exe or the .jar to run the game?

If you're willing to dive deeper in to this, you can try moving it to the new directory and then opening up the command line and running it from the new directory to see if it has any additional error messages.
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Re: Legacies of Veridocia Demo 2 Release

Postby katgirlfeli » Fri Jul 20 2018 3:42am

I remember playing the demo a long time ago and it looks like its come a long way. While I haven't played the newest demo myself, watching a video someone posted earlier, its looking really good, especially with the sprites. Keep up the good work!
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Re: Legacies of Veridocia Demo 2 Release

Postby lavathor » Mon Aug 06 2018 7:08pm

I started a let's play of part of the demo, is it okay to post the youtube link in here?
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Re: Legacies of Veridocia Demo 2 Release

Postby valhalla » Wed Aug 08 2018 3:02am

@Broked

I finish the game at original path, and I just try to move the path again.
But it just work fine at new path....
I don't know why....

thanks for your reply

I run the game using .exe file and my OS is Win 7 64bit
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Re: Legacies of Veridocia Demo 2 Release

Postby Gizmo » Mon Aug 20 2018 3:36pm

Hey there,

I've just discovered about Shining Force mods and then this project and i just took it for a spin.

Before giving my impressions, a bit of background :

WARNING: SPOILER!


So, my impressions :

- First impression : town exploration - felt bad, empty of the secrets that i liked so much in SF1 / 2

WARNING: SPOILER!


- Second impression, dialogs : better, specially after i found out how to speed it up 3x but i find them well written and quite interesting.

- Third impression : Commands - Mixed feelings, it's probably tough or impossible but i've grown fond of playing SF through emulators, keyboard config, for once, is a nice thing ... Well, it works alright, keyboard config would be great but it's good enough, i guess.

- Fourth impression : Battle - first one started a bit rough but i managed, even used a healing herb for xp purposes (could have done without it on the first one, same on the second one, i guess), not sure how much xp it gave to the healer, though.

- Fifth impression : The plot - I like the garden cut-scene and the "altercation" in the hallway, afterward, it's quite weird if not inconsistent (and i've read i'm not alone on this one)

WARNING: SPOILER!


Sixth impression : SAVING ! - this one got on my nerves, saves states are a nice thing and it's a safety net i really enjoy being a PC RPG player. So, emulation is nice in that regard.

WARNING: SPOILER!


So, i'd really appreciate one or two saves per battle, so you can save mid battle at least.

Improvements suggested :

Strongly recommended :
- SECRETS (that's at least 25% of Shining Force 1 / 2 success, items everywhere so exploration is meaningful, secret promotion items, secret characters; without it exploration is just a waste of time so you could just tell the player, don't search for things that doesn't exist and loose some of the hype.

- PLOT consistency, it can be original, even odd, as long as its explained and plausible (all things considered)

- SAVING everywhere outside of battle, eventually (i'd really enjoy it) 1/2 saves per battle.

Optionnal :
- Key mapping

Well, it's interesting overall, still, there is one thing i don't like about video games since i'm not 12 anymore and i've played my share it's when a game is wasting my time (meaningless exploration + not being able to save ).

I'm probably not alone on this.

Of course, you're doing this on your own time, at your own pace and probably first just for yourselves as you're distributing for free, still, i think you should give this some thoughts.

Thanks for the demo and all your hard work.
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Re: Legacies of Veridocia Demo 2 Release

Postby Omega Entity » Sun Aug 26 2018 10:44pm

It's a demo, so there's a shitload of things that aren't implemented yet. It's kind of silly to get super angry over things in an early demo game. Think of it more like an Alpha version demo.

That said, to answer this question:

WARNING: SPOILER!


WARNING: SPOILER!


Hopefully that clears that bit up.
(8:23:45 PM) ehow1990: stupid question: why do you have hay there?
(8:23:54 PM) YsFanatic18: She was feedigng horses
(8:23:58 PM) MXC0Spike: Barn sex
(8:24:07 PM) ahath714: She stuffs.
(8:24:39 PM) ehow1990: ask a stupid question and everybody has an answer XD
(8:23:45 PM) ehow1990: stupid question: why do you have hay there?
(8:23:54 PM) YsFanatic18: She was feedigng horses
(8:23:58 PM) MXC0Spike: Barn sex
(8:24:07 PM) ahath714: She stuffs.
(8:24:39 PM) ehow1990: ask a stupid question and everybody has an answer XD
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Re: Legacies of Veridocia Demo 2 Release

Postby Stordarth » Sun Aug 26 2018 11:35pm

Thanks, Dani.

Yeah, it's still essentially Pre-alpha, even now. There's still so damned much to get done. We have plenty of features and secrets planned, including stuff like keyboard customisation, maybe joypad support etc; they're just not the focus at the moment.

Remember as well that we have zero budget. Literally zero. We're doing this on our own time for fun because we love the original Shining Force games, and having been starved of them for so many years, we wanted to pay homage to them, whilst also stamping our own identity on it. We want it to be as good as possible, but we can't cater to the tastes of everyone on every aspect. Doing that slowed us to a crawl in the early days when literally every decision was done by polls, so we now make decisions within a small group. That includes which critiques to put the most emphasis on. We value and appreciate all feedback, but when comments sometimes conflict, we have to decide which direction to take.

The save state idea won't be required once we get the save function fully implemented, as there will be a save function in battle. Unlike SF1 and 2, we'll have it behave more like SF3, where you can save without quitting. But I'm glad that the main elements you found annoying were mainly either WIP features or random chance (in the case of the double attack - seriously, that's a tough break.), and that you found enjoyment in a lot of it.

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance: /roll d26 [Dani, Don], /roll d24 [Assassins with Katana], /roll d21 [MXC, TUM with Blade]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance: /roll d26 [Dani, Don], /roll d24 [Assassins with Katana], /roll d21 [MXC, TUM with Blade]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn
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Re: Legacies of Veridocia Demo 2 Release

Postby Reaver Ind. » Mon Sep 03 2018 6:52am

I'm not very good at reviews nor do I make them at all so this is probably just a long winded first impression, but I felt that I had to say something after just playing Demo 2, so here goes nothing.

I really haven't been following this game, but I really wish I had though (was following the SFII remake then it fell off the map for a year). I was literally filling the gap with PSO2 (Phantasy Star Online 2) and Shining Resonance Refrain for the past months until I got into a argument with a coworker between the classic Phantasy Star series and the Shining Force series, to then search for something, someone or anyone that was working on a game that tries to capture the spirit of the beloved classic SF and to quench my after work rage.

There was so much that was updated and tweaked from the last version I had on my PC, the game gives me some deep nostalgia of how I felt when playing SFCD and SFIII. The characters that's been presented in the demo, though brief it was I find myself wanting a little more interactions with them, Huun is that person that I can relate to for I also can concentrate better with closed eyes.

This is something that I'm glad to have come across and will definitely follow to see more. The next thing was the art style that I felt resembled something from SFIII, It didn't give off a complete trace of SFI, II, or gaiden's art style or something from Dragon's Lair, they seemed more detailed and defined, not looking like a carbon copy from the games that inspired it.

The animations and events are all what I expect from a classic SF game, especially when it came to expressing emotions and it felt a lot like SFII, though battle animations being as fluid and expressive it was a major surprise to me, it briefly broke me from my nostalgia a bit to tell me (its not the same, its different... and that's okay).

The sound effects and music kind of threw me off a bit, I had placed my expectations on having the sound effects when talking to be like the other SF games (I'm starting to see my contradictions). The music feels like I'm listening to a arranged soundtrack of the game when I was expecting 16-bit music, but I wasn't expecting to hear the music for characters that were already promoted early on in the demo though (very unexpected).

This is a project that I can get behind and follow and support, I will keep in mind that its not finished yet and it will have everything that the other SF games had, to not have it become a carbon copy. The work that has been put into this has really made an first impression on me and feel like if I track this, I wont be dissatisfied at all.

If ya'll ever thought about starting a patreon to get any sort of funding, I will throw money at this venture cause I see a butt load of potential. I just don't want a project this like this to fall into obscurity and be forgotten.
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Re: Legacies of Veridocia Demo 2 Release

Postby Stordarth » Thu Sep 06 2018 11:03pm

Thanks a lot for the review, Reaver.

I'm glad that it checked all of those boxes for you, as that was exactly our goal - to give it the feel of the classic, with some fresh ideas of our own in the mix.

regarding sounds, many of the sound effects aren't necessarily finalised. They've all been made by us using bfxr. The voice sound effect in particular is a placeholder. We might try and implement multiple voice sounds in the future. We'll see.

Keep watching this space. We're hoping to release more frequent developer updates that aren't as polished, to show what we're working on and give a more definite sense that we're progressing. We're currently working out a few kinks that have arisen in the battle system since Demo 2 launched, but once we have, testing on Battle 3 balancing will begin.

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance: /roll d26 [Dani, Don], /roll d24 [Assassins with Katana], /roll d21 [MXC, TUM with Blade]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance: /roll d26 [Dani, Don], /roll d24 [Assassins with Katana], /roll d21 [MXC, TUM with Blade]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn
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Re: Legacies of Veridocia Demo 2 Release

Postby Gizmo » Sat Sep 08 2018 9:56am

Thanks for answering and it's good to hear it'll be possible to save during battle, crit/counter/double hits are nice when they do not mean to restart a battle from the beginning.

Good luck, i'd be glad to support and to advertise when you feel you need more visibility.
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Re: Legacies of Veridocia Demo 2 Release

Postby Corsair » Fri Nov 09 2018 4:57am

Just hopping in to say we're still at it!
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Re: Legacies of Veridocia Demo 2 Release

Postby Stordarth » Fri Nov 09 2018 9:10am

The first tests have been done for battle 3 and it seems to be good. We need to edit the map a bit and apply the new indoor background (I'd totally live in a house like that) and we'll see about a fresh update once those are completed. There is some new scene data that follows on from the jail break but it is in need of editing and polishing. But with our focus on battles, no reason not to push it once b3 is good.

Also thanks Gizmo. Your critiques made me double check the damage data and I found that double attacks were still doing 100% damage, which is not intended. Our second attacks are only meant to deal 50% damage to make them less likely to unfairly destroy the player, so that will be changed.

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance: /roll d26 [Dani, Don], /roll d24 [Assassins with Katana], /roll d21 [MXC, TUM with Blade]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn

Code: Select all
Dice Codes
Attack/Marked Target: /roll 8d100
Damage Variance: /roll d26 [Dani, Don], /roll d24 [Assassins with Katana], /roll d21 [MXC, TUM with Blade]
Magic: /roll d26
Status Effects: /roll d100
Level-Ups (No MP): /roll 4d11
Level-Ups (Has MP): /roll 5d11

---
SFCW-A: Durandar
Sunken Castle: Fintan Kahn
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Re: Legacies of Veridocia Demo 2 Release

Postby Gizmo » Thu Dec 06 2018 2:29pm

Stordarth wrote:The first tests have been done for battle 3 and it seems to be good. We need to edit the map a bit and apply the new indoor background (I'd totally live in a house like that) and we'll see about a fresh update once those are completed. There is some new scene data that follows on from the jail break but it is in need of editing and polishing. But with our focus on battles, no reason not to push it once b3 is good.

Also thanks Gizmo. Your critiques made me double check the damage data and I found that double attacks were still doing 100% damage, which is not intended. Our second attacks are only meant to deal 50% damage to make them less likely to unfairly destroy the player, so that will be changed.


I'm here to serve, if my humble testing experience can help to make the game slightly better, it was worth it.

I'm keeping an eye on your project and will test further your next release, keep up the good work. :-)
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