Fire Emblem: Maiden of Darkness. Check the OP for updates I do them everytime I achieve now

Kinda gives me Tokyo Mirage Sessions vibes, did Guin become a Mirage and fuse with someone?

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Okay, I’ve taken a while to get over my initial annoyance with this question, since it’s not you’re fault I’m annoyed. This is going to be a long response, so my apologies, I’ll try to add a TL;DR to the end.

First off, this critique advice “It doesn’t fit with x at all” loses value when you realize 1. I am rewriting the games story and thus the only solid part of Guinevere is a 7 year old girl who appears in one or two scenes, and 2. That it’s completely in character for the Guinevere of this game.

Let me explain.

Guinevere’s character is the traitor princess, who betrayed her own country for the good of the world. She, as she says in her supports to Roy, is a liar when she needs to be, she lied to him when he was at his darkest because he needed it to survive. It tears her apart to do it, but she’s willing to do something she doesn’t want to if it means stopping Zephiel, for goodness sake, becoming a warrior is one of those things she does not want to do, she does not want to fight Zephiel, but she must, because he must be stopped and she cannot stand in the back waiting for others to do it for her. She must bloody her own hands if she is going to ask others to as well.

Next, Guinevere is very politically minded, she knows how to talk and how to act with people, it’s a good trait, it’s what she brings to the lord trio, mixing Roy’s hotheaded nature with Lilina’s good natured heart. Now lets look at the design of her promotion. It uses light magic, the magic that is seen as holy, and she uses the lance, a weapon that is traditionally seen as the weapon of the romantic knight. Also associated with the traditional fantasy Paladin, along with the Warhammer, Sword and Board and Greatsword. She is dressed in full plate, which gives her the look of a lady of war. Her design is built from the ground up to resemble a holy hero.

Lets look at the crit specifically, she uses her light magic to create wings, giving off the angelic vibe, before slicing twice with them, and then doing a diving kick (a traditional hero move in fiction) to the impaled lance. In short, the entire crit is built to make her look as heroic as possible. In short, from a character perspective, Guinevere is selling herself as a hero.

Let’s ask why… Well when the war is over, she knows she’s going to be the queen of Bern, and that the rest of the nations are not going to look at Bern well. But if she takes the role of the liberator queen, and the word spreads of this holy warrior who resembles an angel, heroically fighting on the battlefield, then Bern will be in a better position.

This is counter to Roy’s Crit, which is a focused series of strikes going in for the kill, and Lilina’s, which is focused on her magical nature. She also hybrids the two. Lilina uses her magic exclusively in her Axe crit, Roy forgoes his until the SoS crit, but Guinevere enhances her self with the magic and combines them.

So in short, this crit fits perfectly with the tone and arc that I have written for Guinevere, which still encompasses the major plot beats of her character in the original game. While not being a slave to the fact she’s a sage if you beat the game 10 times and at no other point is showcased properly.

Frankly, the adive “This doesn’t fix x’s character” is as useless as going to Arch and saying “Hey Raven’s story doesn’t fit what I think Raven would do.” While you’re technically correct in the purview of what FE7 itself presented, the idea had for the character and their reactions is entirely up to the creator. It would be like saying the soldier animations for Dorothy don’t fit the character because she used to be an archer. This was true, while she was an archer.

And please, do not take this as me saying you’re not allowed to tell me you don’t like something in the writing or the presentation. But I need substance to critiques and relevance. Thank you for posting your feedback however.

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I really feel like “I have changed the character of Guinevere such that this animation is appropriate for her” is a more proportionate resonse

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right

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its a pretty over the top animation even in terms of gbafe standards and I think that’s the biggest issue people have and on top of that its for guinevere which was retconned so people are sus
But if you were looking for actual feedback i’d say give the spear a bit more time offscreen after she kickflips it. I imagine right now the spear kind of just immediately changing direction to falling downwards if it was on screen. and personally I’d veto on the motion blur at the end and instead go for a slower animation after she catches the spear, but that’s more animating and is just a preferential thing so shrug

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sure, but then if “proportionate response” were a thing Onmi did, this hack probably wouldn’t exist in the first place

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Wow,this animation is so cool!
I like it!:+1:

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The animations looks really cool.

I’m excited to see more about this game :smiley:

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So I figured I’d post a list of what we have left to achieve

Itemized List of what needs to be done, listed by severity (Due date, October 14th, at latest)

Onmi:
11 New Chapters
19 Existing chapters edited
World Map Transitions
Testing
Balance
Story Dialog
Supports
Extra Dialog


Animations:
Guinevere Promoted - In Progress
Elphin Promoted
Female Fighter
Female Halberdier Scripting (Editing existing M Halb scripting)


Spell Animations:
Working Engine (Circles)
Rescripting Spells


ASM:
Skills and Calculations
Pointer Table for Chapters
Collosseum
4 Page Stat Page
Increase Doubling Threshold


Black Mage:
Remaining Skill Icons
Remaining Weapon Icons

I would also like to confirm that the following skills are in the game and functioning

Wendy
Dieck
Echidna
Erk
Hugh
Garret
Miledy
Zeiss
Saul
Fir

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Following Skills? But I only see characters names o.o

Anyway, I’m glad this progressing. I love the ideas and how this would look :smiley:

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Hey.

Have the skill icons.

They go in order of recruitment excluding the last 4 icons in the 4th last row, those are 3 variations on Sword Saint (They represent paths arriving at a sword, based on Karel’s oft repeated motto that all paths of the sword lead to the same place) And an alternate Revengeance.

After that we have the Class skills, 4 criticals, Pick and Black Mage is trying to sell me on Live to Serve. Then we have the Heritage skills, Lyn’s group is first, Ninians second and Fiora’s third.

The last row of skills are the National skills, various enemy “Elites” will have those skills, you may notice they are all based upon the army emblems from the option menu. Minus Etruria, which is a single lion due to that nations complex design.

We’ve reached up to Chapter 19 as far as “playable” is concerned. My main goal is getting the game all running as a game, and then focusing on adding in all the dialogue etc.

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Don’t talk to me or my son ever again

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Roy with FEIV Astra hype.

Gonna mod the mod tho, so Lilina gets her inheritance skill from Florina

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As of today, skills currently inserted into the game.

Inspiring Leader (Currently Not Functioning) - Roy - When equipped with a Prf Weapon, bestow a 2 square aura (Tier 1 - 15% Hit. Tier 2 - 15% Hit, 10% Crit. Tier 3 - +2 Damage, 15% Hit, 10% crit)

Moonlight Princess- Lilina - Adjacent units take -3 Damage and do +1 Damage

Future Sovereign - Zealot - For each Ilian besides Zealot deployed, +1 Damage -1 Damage recieved (Caps at 6/6)

Charisma? - Clarine - Bestows a 3 range aura that gives +5% Hit, -10% Avoid and +2 Damage

Prediction - Sophia - Bestows a 3 square aura of +25% Hit, +25% Crit Evade and -25% Crit

Great General - Douglas - For each Etrurian General besides Douglas, Douglas gains +3/-3 (To a cap of 6/6)

Life and Death - Bartre - When engaging the enemy, Bartre deals +5 damage and takes +5 damage

Towering Knight - Bors - For each 2 con above the enemies, deal +1 damage (No cap)

Magic General - Cecilia - Add 1/2 Strength to damage when attacking with Magic

Battlefield Tactics - Dieck - When fighting on Terrain with a bonus, gain +2 Damage, +10% Hit

Rebellious Soul - Echidna - When fighting on a space with no terrain effects, gain +2 Damage, +10% Avoid

Knighthood - Eliwood - When level is equal to or higher than enemies, Do +2 damage, take -2 Damage

Crescendo - Elphin - Every 3 turns, Elphin gains +1 more damage to a cap of +5

Scheming - Erik - When attacking +20% Crit, When attacked -20% Crit

Etrurian Agent - Erk - For each rank in Lance beyond E rank +1 Damage when using lances

Chivalry? - Saul - Against Male Enemies +3 Damage, Against Female Enemies -3 Damage

Lightning Strike - Zeiss - When facing flying enemies +15% Hit Rate and Avoid. Gain an additional +3 damage to unit so long as they are mounted

Intimidate - Garret - Enemies Avoid reduced -20% in combat

Crowd Fighter - Fir - When engaged by enemies without the boss tag, +2 Damage, +5% Crit, +10% Avoid

Trample - Miledy - Gain +3 damage vs non-mounted units

Shadowgift - Hugh - For each rank in dark magic, gain +1 Damage

Specialist - Gale - The fewer equippable items you have, the more Damage you do (5 Weapons = +0, 4 Weapons (+1), 3 Weapons (+2), 2 Weapons (+3), 1 Weapon (+5)

Solar Princess - Guinevere - When using a Lance, half of the Magic stat is added to Damage. Negates Patriotism

Opportunist - Igrene - When attacking an enemy who cannot counter attack, gain +4 damage

Bowbreaker - Juno - When fighting units equipped with Bows, Gain +50 Hit and +50 Avoid

Sword Saint - Karel - When Engaging the enemy, +2 Damage, +15% Critical rate, -10% Avoid, When engaged by the enemy take -3 damage and gain +5% Crit, +10% Avoid

Revengeance - Lyn - Damage +2 and Crit +10% when fighting Bern soldiers and Manakete enemies (Incl. Bosses)

Basic Training - Mary - When fighting an enemy using a weapon of a higher Rank than Mary’s equipped weapon, Mary gains +2 Damage, +15% Hit

Aggressive Knight - Noah - When engaging the enemy, +2 Damage, -1 Doubling Threshold

Prodigy - Percival - +7% Hit, +7% Crit Evade, +7% Evade

Starfall - Ray - Reduce enemy resistance by 1/4th when fighting. (Considering 1/3rd)

Murderous - Rutger - When initiating battle, +2 Damage, +10% Critical rate, -10% Avoid

Defensive Knight - Treck - When engaged by the enemy, -3 Damage Recieved, -1 Doubling Threshold

Guts - Wendy - While level is lower or equal to enemies (Promoted counts as +20), +2 Damage, -4 Damage Recieved

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Rules of Nature intensifies

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The path of the sword skills are too visually similar to each other, same as the last two country skills, the lion and the house i believe. Saul’s skill (the phanto mask) has really flat colors, so it looks underdeveloped compared to the rest of the icons.

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Only one of those paths is being used.

The Lion and the Horse really do not look similar to me Besides, the full Etrurian Symbol is not going to fit into a 12x12 square. So Lion it is.

Saul’s icon isn’t that great, I agree, but this is a case of “Can someone think of one better? No. Then we’ll leave it as is until we do.”

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It’s not really a matter of creative thinking so much as making your graphics consistent, as you have for most of your icons. If you added more shading to the mask, it’d be in line with your other skills.

Also, when you create graphics for video games and other visual media, you have to be careful about making things look too similar to each other as it could confuse players. You could change the pose of the horse so it’s not so similar to the lion.

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It’s a colour thing, we don’t really have the colours to shade Chivalry? in its current form. But I’ll be sure to pass it along so BM can try different colour combinations.

I wont be changing either of Sacae or Etruria’s National skills, 1. Because these skills will only ever appear on units of that nation, there’s no chance of mistaking one for the other. 2. Because we are on a deadline, and just because someone could possibly mistake two creatures in different poses (The horse is running, the Lion is reared back) is no reason to go change it. I will look into seeing if the lion can be mirrored though, maybe that will help.

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Oh you certainly do have enough colors to shade it, lol.

If they appear on the same map, there is a chance of confusing them. And that certainly is a reason to change it, because it could potentially confuse your players. Unless that’s your aim, it will detract from an experience. The idea of well made graphics is to give visual cues to players so they can glean information quickly and separate one thing from another. When things are too visually similar, that will detract from that.

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