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    Thracia 776

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  1. Thanks for playing! These are good callouts. As part of the next update, I'm revising the writing and dialogue to fix things like that and make the tone more consistent overall. Thanks! Glad you've enjoyed it. Could you expand a bit more on what you mean by unbalanced? The Sword Peg is a glitch that I've fixed - unfortunately, when i updated the skill system, class levels reverted, and the sword peg slot is the same as one of the trainees, hence why she caps at level 10. A few of the other characters had their growths tweaked, namely Ruslan and Vagelis, to help make them a bit more viable long term. Feedback is always helpful! Thanks again for sharing. I'm hoping to get a new release with 23/30 chapters done soon. I had a few computer issues which set me back a bit, but I'm hoping to get the next part done w/ updates in the coming months. Stay tuned.
  2. Having started an FE romhack with limited knowledge, my approach was as follows. 1. Come up with a concept/story that I liked, and map it out chapter by chapter in terms of events, the type of battle, and the cast/characters - all quite loose and high level to see if things make sense. 2. Draft up enough of the script to see if this is actually worth pursuing and if you're enjoying it. 3. Lay out how you want to do the classes, weapons, skills, etc. - all the nuts and bolts needed so that assembling the rest won't require back and forth - get everything set up first so that it's easy to make when you're in that mode. 4. Create a chapter, test it. Repeat. Only focus on gameplay to start. Once gameplay is good, then add in the dialogue from the script. 5. Repeat until game is complete (or at a point where you want to make a release) then go back and add flourish / improvements. This is largely what I've done over the past few months and its been a helpful approach for me.
  3. Hey all - team and I are making a lot of progress, I'm going to start updating the first post with periodic progress reports (and new screenshots) to show how much we have left to do. Here's the most recent one as of today: **Progress Report as of 4/8/19** * Text inserted for 29/30 chapters, final chapter and endings remain (supports to come after v1 release) * All maps completed (some will be reworked w/ playtester feedback) * 21/90 custom mugs complete, all have concept art created * All palettes created and inserted If you're interested in helping out w/ art and/or playtesting, let me know. Thinking of doing a private beta run ahead of a public v1 release.
  4. Try restarting and skipping the cutscene at the end, let me take another look at this. It may be an error with how I set up the transitions.
  5. Hi all, New patch up through chapter 18 is out: Click here to view Hope to hear your feedback! Thanks again.
  6. Thanks for playing and sharing the feedback, glad you enjoyed it overall. And you're right, there are loads of polish issues I am working through in prep for the next release, which I hope to get out before the spring here in the US. RE: Chapter 8, which tile caused this? I caught the unlimited item thing, but I didn't notice the random tile. I've been going through as you've said, but it is hard for one person to catch everything, so I appreciate the report. Glad you like the gameplay - good to hear the level curve isn't too punishing. Which chapters in particular stood out to you as good or bad? Admittedly, I am a huge fan of FoW, but also know it isn't super well-liked. Glad the resources make it more bearable. Most of the FoW chapters are frontloaded, there are only 2-3 more planned for the rest of the game after the 3 in Part I. Glad you like the warp staff too, I received some feedback that it is too OP, but think it opens up some more interesting strats early on and allows you to move faster or compensate for mistakes that get made. Keep the feedback coming, really appreciate you taking the time to play and share your thoughts.
  7. @(s)ad touch very helpful, thanks for the feedback. On 1-1, I tried widening the corridors or removing houses to open it up, and found that it made the map a bit more difficult than I wanted for an opener, since none of your units are particularly bulky from the get go. Good feedback on the reinforcements, I can make that clearer. Ha, get your point on the exposition. It becomes more important as the story goes on - the goal is to highlight that these people are poor, they're being taxed oppressively, and they're turning to banditry to protect themselves and their families. It tees up the initial conflict of the game, so I apologize if that is unclear. On 1-2, yeah this one I had issues with too. I redid it from the previous version. There's the one archer that Natsuko has to worry about with the longbow, but other than that she is good in this chapter. You can thank circleseverywhere and his team for the skill, I didn't make it. Could make the brigands a bit tougher, but felt the difficulty drop from chapter 1 was justified since you go from fighting town guards that are trained soldiers to a group of opportunistic bandits. Will look into this more, I played around with this chapter a lot and found it difficult to balance as well as I'd like to, but I'm satisfied with the overall flow. It's chapter 2 so I'm not trying to do anything too crazy just yet. Keep this coming, super helpful for me.
  8. It looked fine on my end, could be an access issue? Try this link: https://www.dropbox.com/s/wusjn8kgi024cey/Vision Quest v03 FEE3 Demo.ups?dl=0 Or this: https://www.dropbox.com/sh/vzoxf17kfhhizp1/AAADOT6NxaqRvUMNmGh5vkIYa?dl=0
  9. @(s)ad touch how do you mean busted? link not working? edit: I tested the download link and patched a clean FE8 rom, are you sure you have the right type of rom? let me know what the issue is so I can troubleshoot for you. Thanks!
  10. Hey all - FEE3 Demo v.03 is now live! There are a few additional changes, but the major issues with gameplay (Natsuko's level 10 cap) are resolved. Download Vision Quest v.03 here! This will be showcased at FEE3, stay tuned! Additionally, I am looking for artists to help out with mug sprites - we have some great concepts now and are looking for someone to take it to the next level and help with talking/blinking frames. Message me here or on the Discord channel if you're interested in helping us out. Thanks again.
  11. Thanks for the feedback! Helpful to know - the art issues should be partially resolved in the latest release, need to spend more time to spruce up the music a bit.
  12. Hmm let me play around with this - thanks for sharing.
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