Last minute blog because I got really busy between IRL stuff and trying to make progress on all my projects despite not having as much free time this week as last week. A new Game N Chill went up yesterday, so feel free to check that out if you want more rambling. A little outdated because I recorded this one an extra week in advance but some fun stuff actually happens in the gameplay itself, that I think it's worth it. Besides, it's been awhile since I've last played Pokémon Legends live for one of these.
Paper Mario/Golden Sun
Some progress has been made with Sweet Expedition, but nothing I really want to talk about this week. The most eventful stuff happened last week/already talked about in Game N Chill. I did take a solid chunk of time to sit down and mess around with stuff with it, which doesn't always happen every week so I'm happy it happened two weeks in a row.
I wish I had more to talk about with Dawn of Djinn. But this word document on the new Psynergy and classes is SO TIME CONSUMING. I'm pretty sure I've been working on that alone for over a month...
...what I can talk about today is just tonight, as I'm approaching the last few classes of the mod, I made a realization. So for these documents, I've taking a lot of inspiration from my Nintendo Power strategy guide of Golden Sun: The Lost Age. Which results in formatting like this...
...it's fine and all, and it works in vanilla Golden Sun. However, with the larger amount of upgradable Psynergy in Dawn of Djinn and the class system as a whole being a bit more complicated, it can be a bit of a mess at time.
This was especially an issue with what I like to call "the symbiotic relationship" classes. "Fun" detail, that a casual Golden Sun fan will easily overlook, but the Venus/Mars dual class and the Mercury/Jupiter dual class function slightly differently. Their arrangement of Djinn is different from any other class in the game, resulting them getting stronger quicker than all other classes. A detail I didn't really notice until too late with Version 1, that I'm trying to take in account as I'm working on new classes for 2nd Mix.
Okay. That was a bit of a tangent, but point is these classes were even more of a mess to document than the rest. So I caved and tried a new approach, resulting in the chart looking more like this...
So yeah, it took a little time to get used to, but I think overall this is a lot cleaner than whatever the heck I was doing for the other classes. I'd try it with everything else, but the issue is that it already took me AGES just to get this far and starting all over and delaying working on the mod proper is far too intimidating at the moment. We'll see how I feel once I finish writing out all the other classes. I should because it'll make tracking a lot easier, but I just don't want to think about that for now.
(Also, feel free to speculate what all the new Psynergy are, half the reason I decided to share the screenshots was because I thought seeing some new moves out of context would be more fun for the casual fan than my random class rambling.)
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