Baricanna completed backgrounds overview and song sample
>> YOUR LINK HERE: ___ http://youtube.com/watch?v=VmQiFP0fRYk
/ ulillillia --- All of the backgrounds have been implemented into the game engine and are complete, aside from shops and an odd story scene or two, then whatever comes from the planned graphical update after release. I also include a representation on how HP and MP grow for a tank or paladin class character on standard difficulty in normal mode, always using heavy armor, and using any weapon that isn't a staff (staves provide extra MP). Equipment upgrades will occur and accessories will be things that don't include HP or MP boosts. Defenseless mode adds an additional HP multiplier in exchange for completely abolishing the DEF and SPR stats, offering another way to play. • As I narrate, I explain what the objects are in the background then mention approximately where other areas and towns are. I've left out bosses, etc. as those are for you to discover. I make a few hints as to key grinding locations, if you'd like to powerlevel to the extreme, most of which are best once the game's most powerful monsters come out. Powerleveling isn't needed unless playing on master difficulty. With standard and below, you could even do a no common enemies challenge where the only enemies you ever defeat are the bosses. All common enemies are to be ignored. • Horina Plains is the basic country type setting, featuring the castle that the action starts at, along with a barn and farm stuff. Helina Forest is a forest with a trail as a sort of hiking path. Tarin Crypt has ash at the top with a lot of lightning going on, along with a manor, lots of tombstones, and a bent metallic fence. Deslust Swamp has a lot of algae and trees around and is kind of similar to Helina. Mount Celice is the game's most vertical level and features mountains, including a first look at the pagoda-style temples outside of the story and some of the weird effects that Paunil's magic is doing. Lake Shelly is the game's first water-based level, though it's not strongly so. It features an awesome 3D effect with the waves as well. Enesdi Desert is kind of stale, being endless sand as far as the eye can see, but breaking up the monotony is a pyramid which, as speaking to town residents would indicate, serve as a guidepost to crossing the desert. Larine's Carnival is a carnival themed around color and nature's beauty and is very colorful. Vinneres Coast is a sort of tropical resort sort of location, with a coral reef beneath the 3D waves. Kriela Plateau is the frozen highlands, with a river having a bunch of floating ice chunks. Marren Cave is so hot that it makes Vinneres Coast look freezing cold, and that's because of all the lava it has. That glowing back wall really screams hot! at you with its fading glow from red-orange to yellow-orange. Skylus Temple is a rather unique setting, featuring the floating islands first seen in Mount Celice, though Skylus Temple itself is actually part of the level design. • After showing these 12 backgrounds, I then show the change made with Castle Baricanna, the first town that all the action takes place in. Instead of the castle and barn in the back, it's a castle wall, with the Baricanna banner on it, showing King Barican on the left with his very short blonde hair and red robe, and Queen Anna on the right with her side-swept medium-length brown hair and blue robe. I then show how extreme things can get as far as the HP and MP go, including a demonstration on how the bars work where I set it so that MP depletes by 5 every frame (that's 1200 per second). Of course, you can configure the HP/MP bars to use a different way to represent it instead, including showing the raw numbers and even the basic stats. • At the very end, during the last 4 minutes, I include a sample of the song I made for Larine's Carnival, my first ever full-fledged song that also happens to be a masterpiece as I'm getting a few tens of thousands of plays on it in a row. I set it up so that the second half of the day period is the first bit, a short pause occurs, then the very bouncy middle part of the night period where the tuba takes center stage. A longer gap occurs then I play it at a different speed. I use 100, 90, 80, 70, 110, 120, then 140%. I plan on implementing a speed change feature in the game, for the music, with something like 21.3 to 252% for the speed range. I mostly love that background rhythm and how well that came out, especially during the night period. The rest just snapped in place. And being the best area to level up, a catchy, very upbeat, bouncy song really helps make it better.
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