Queen At Arms: Deluxe Edition, on Steam Feb 4 (beta testing)

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BlueB
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Re: Queen At Arms [GxB] [War] [Fantasy]

#31 Post by BlueB »

Vote for the right, the gradient is less harsh on the eyes.

As for death, I'm all for hints. If I didn't want to read them, I'd glaze over them. Though I guess this all depends on how much knowledge you have of your battle beforehand. If you read several scenes back that the opposing forces have a weak point in their left flank, you could use that knowledge in the battle. If you don't remember it and fail the battle, perhaps the Goddess could show you a flashback or something? I dunno, just some conjecture by an outsider. Use your own discretion and go with what you feel is best.
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Re: Queen At Arms [GxB] [War] [Fantasy]

#32 Post by Rosstin2 »

Googaboga wrote:When it comes to the death mechanics it really depends on how the deaths happen and their point. If the deaths are worth getting because they let you learn things you wouldn't have otherwise or if the fact that you died/die a lot has some sort of meaning or importance to the theme or goal of the game than I can see how simply ending it all after you die would work. But if the endings don't have any value or they are basically just regular game overs I could easily see people getting annoyed by a system like that. People might think the game is poorly designed or that it is artificially hard instead of genuinely hard because even if pay close attention you still have a pretty significant chance of dying. People don't seem to like having to save a ton and try over and over again unless there is a pretty good reason for it. So making death more forgiving and easier to avoid would probably be appreciated in that case.

Or you could try adding a button that turns hints on or off and let the player choose for themselves.

As for the other question I personally prefer the one on the right. Having a darker hair color near his face looks better in my opinion and it also makes that silver thing behind his ear stand out more.
These are great points! Personally, my goal for deaths is that a player who seriously doesn't want to die, who pays attention to the game, should be able to win the game without dying. And if they do die, I'm hoping that they'll feel like they could have predicted it (at least after they figure out what killed them.) So... not like Long Live The Queen, for example. :wink: (I love you, Hanako, if you're reading this.)
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Re: Queen At Arms [GxB] [War] [Fantasy]

#33 Post by Rosstin2 »

Guys, I'm considering hiring Andrew Morgan Smith as the main composer for Queen At Arms.

Could you guys listen to his portfolio, and give us an opinion of what you think of his music in terms of Queen At Arms?

https://soundcloud.com/andrew-morgan-smith
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Re: Queen At Arms [GxB] [War] [Fantasy]

#34 Post by Googaboga »

Yeah that sounds good :3. I haven't played Long Live the Queen yet but I have heard those types of complaints against it. But I think dying a lot is part of the point of that game and at least you get a neat little death chibi XD.

I like his stuff personally. Some of it sounded maybe a little too modern for a game with your kind of setting but there were still plenty that were fitting for this kind of era. And I think his music is pretty high quality.
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Re: Queen At Arms [GxB] [War] [Fantasy]

#35 Post by sheetcakeghost »

From what you've seen of our game, what kind of musical influence would you think we'd have? I'd love for our soundtrack to reflect the sort of music you'd actually be hearing if you lived in Orthera (or at least use the instruments you'd likely find there), but my knowledge of musical culture is unfortunately lax. I adore the idea of having Celtic or Sami, but I know there have to be other frozen north sorts of music out there.

There's also the religious element to their music to consider. Music and religion are like peanut butter and chocolate, after all.

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Re: Queen At Arms [GxB] [War] [Fantasy]

#36 Post by Rosstin2 »

One of the plot points that we're struggling with in our game is the protagonist's extreme shyness. It often comes down to a player-agency/character-agency issue.

What do people think of the idea of making "shyness" or "bravery" an actual stat you have to raise?
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Re: Queen At Arms [GxB] [Otome] [War] [Fantasy]

#37 Post by noeinan »

That sounds cool. Certain endings might require a certain level of courage.
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Re: Queen At Arms [GxB] [Otome] [War] [Fantasy]

#38 Post by Rosstin2 »

A new track from Ash: "Trouble"

https://drive.google.com/file/d/0B-KLED ... sp=sharing

I'm imagining this playing at tense momonts. What do you all think?
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Re: Queen At Arms [GxB] [Otome] [War] [Fantasy]

#39 Post by Rosstin2 »

New screenshots!

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Re: Queen At Arms [GxB] [Otome] [War] [Fantasy]

#40 Post by noeinan »

Oooh, I like all the strategy based choices. Yeah, sun's behind him, I'm gunna circle around so the sun isn't in my eyes. XD
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Re: Queen At Arms [GxB] [Otome] [War] [Fantasy]

#41 Post by Rosstin »

Hey, look at that, a cast page!

http://queenatarms.com/characters.html
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Re: Queen At Arms [GxB] [Otome] [War] [Fantasy]

#42 Post by Rosstin »

Character Lineup:
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Full resolution version here (Warning... HUGE!):
http://queenatarms.com/images/lineup-fi ... _tight.png
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Re: Queen At Arms [GxB] [Otome] [War] [Fantasy]

#43 Post by Rosstin »

Color lineupppppp:

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Re: Queen At Arms [GxB] [Otome] [War] [Fantasy]

#44 Post by silverpikachu99 »

Hey! Just wanted to ask since it's been bugging me... why is it that the MC's side image is so small compared to the other ones? Sorry if I'm being a bother but I was just curious. Is there a certain reason or..?
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Re: Queen At Arms [GxB] [Otome] [War] [Fantasy]

#45 Post by Rosstin »

No reason, Silver. It's just a matter of art asset priorities. We haven't done final full-expression sprites for the protag yet, and in-fact I haven't even coded the master resizing function yet. I just randomly put the box around the protag in the beginning and haven't updated it yet.

Now that we have the characters proportioned properly, I'm going to code everything so that everything is proportional. (I'm doing this so we can ultimately zoom in and out on characters smoothly, everything is very high-res so we can have multiple on-screen positions like in Katawa Shoujo.)
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