I tested network play parts of my game with my friends in February of this year.
I got a good result of network play test without errors.
But my friends made requests for improvement of my game.
Especially I concentrated requests for UI controls.
I want an equal number of left finger usage and right finger usage in my game.
So I disposed evasion buttons to left side.
But it was a matter of discord among movement stick and evasion buttons because of dense UI controls.
And my friends needed flexible UI calibration to fit various size hands.
So I appended the feature to resize UI controls for flexible calibration.
The following movie is a scene about ‘UI Calibration in Playing’ in my game.
Players will not fight ‘a lot of stupid weak enemies’ in my game.
Players will fight ‘a minority of ignoble strong enemies’ in my game.
So I tried to make various AI patterns.
AI enemies can block or evade attacks of players in my game.
They grasp the concept of pre-defense(defense against predictable attacks of players) and post-defense(defense after attacks of players).
They can paralyze players by ‘Impact’. And then, they may attack from the rear @_@;;;;
You can change the level of ‘Enemy Intelligence’ from 1 to 10 in save point.
If you want to play difficultly, you increase it in save point.
If you want to play easily, you decrease it in save point.
The following movie is a scene about ‘AI Test’ in my game.
If you grasp quickly, I recommend that you play it from 3min 44sec.^^
Because of changing UI, I need to capture a scene about network play again.
It just can’t be done easily.-_-+
And I am editing events in my game.
Because my game supports English language and Korean language,
There are many irritating things to modify lines of events in my game.
I am considering IAE(Interactive Event).
But I am nervous of too long working hours.
So I am trying to have endurance!!! >_<
If you tell me your opinion, I will consider it.
Thank you for reading this thread.(- -)(_ _)
Have a nice day~ ^^
P.S.
I still don’t name my game.^^;;;;;;;