- Joined
- Aug 24, 2013
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- Wako-shi, Saitama, Japan
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My only real issue with the font used in the RPG and the Adventure are the lower case letters, like when they made the capital letters they designed it in a way that they shot themselves in the foot when it came time to add lower case letters which is why there are many odd vertical positioning placements for the different letters.
I remember we discussed the layout of the dialogue screen and even though alignment is a bitch, lining up the text relative to the left edge of each line (after the speaker name) looked the nicest overall. I do love extra space potential and all but for me that makes it harder to read.
I see what you are getting at with the quotes, but the thing is that almost every line in the game that appears there is of someone speaking. It would just be overkill and I'd have to painstakingly realign and check every single line in both adventure games to check for text overflow and (new) positioning errors. In an RPG, this makes sense, however. A lot of the text in that is of an action or describing something. There isn't conversation going on for 99% of the text that appears in the dialog window.
Okay, back in RGC2 update land, most of the graphic requests are done now:
* Rally King tent overhead
* Adventure game overworld map
* Game shop background during game selection
* Fail mark for skipping a challenge <- In progress
I'm updating the magazines and manuals again. There are many changes to the RPG but I'm getting concerned because fundamental changes to things like enemy names and the look of the main menu/options affect so many things in the game that will all have to be redone and tested. This may significantly slow down progress on releasing a new patch (read: I *really* don't want to touch things that are established and have references to them elsewhere in the game)
I remember we discussed the layout of the dialogue screen and even though alignment is a bitch, lining up the text relative to the left edge of each line (after the speaker name) looked the nicest overall. I do love extra space potential and all but for me that makes it harder to read.
I see what you are getting at with the quotes, but the thing is that almost every line in the game that appears there is of someone speaking. It would just be overkill and I'd have to painstakingly realign and check every single line in both adventure games to check for text overflow and (new) positioning errors. In an RPG, this makes sense, however. A lot of the text in that is of an action or describing something. There isn't conversation going on for 99% of the text that appears in the dialog window.
Okay, back in RGC2 update land, most of the graphic requests are done now:
* Rally King tent overhead
* Adventure game overworld map
* Game shop background during game selection
* Fail mark for skipping a challenge <- In progress
I'm updating the magazines and manuals again. There are many changes to the RPG but I'm getting concerned because fundamental changes to things like enemy names and the look of the main menu/options affect so many things in the game that will all have to be redone and tested. This may significantly slow down progress on releasing a new patch (read: I *really* don't want to touch things that are established and have references to them elsewhere in the game)