MariusB wrote:
Nice! Hopefully the other projects end up being finished in a record time as well.
For now I have no comments, but perhaps when I replay it in a year or so I'll notice some new issues to fix, it's always like that in my case.
I'm the same way. I'll do 20 re-writes trying to create a specific mood by turning a phrase a certain way. Five years later I'll play the game again or see a graphic, and the perfect expression for that moment will suddenly hit me, but it's too late. Ya gotta move on.
As for writing, I've set aside many hobby translations in the first chapters and never touched them again as soon as I encountered the first dialogue some untrained person wrote in passive voice. i. e.
There is a button on the wall.
Will you press it?
Yes No
Instead of something with a bit of excitement in it such as:
While exploring the dingy corridor,
you spot a mysterious button on
the wall. Will you press it?
Yes No
This is not something English teachers cover unless you enroll in creative writing and/or journalism courses.
The two Arethas and SSMS-II are basically finished. The trick with SSMS-II will be thorough beta-play with testers making multiple passes through the same chapters with different character combinations. The dialogue changes, based not only on the fighters you select for a given scenario but their orders and positions in the team's placement patterns on battlefields.
The Aretha's will be much easier to test because party compositions are immutable, and their spoken "lines" are always the same. The Arethas also have a "Consult" menu item. You can wander all you want in the Arethas but can't get lost because "consulting" will keep you on track to the next trigger points in those games.