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The map we’re using is an evolved version of what we used in “Kamiko”. Some assets are created by directly improving on what was used in “Kamiko” so some of you may recognize them, or find some areas familiar.
▲The arrow released by the player will hit the side of the building instead of the enemy on the roof.
The expressiveness of the characters in “Transiruby” during conversations had great reviews, so naturally we’ve done the same for Fairune 3. The drawings are a little smaller compared to Transiruby, but I think we’ve still managed to keep the characters looking vibrant.
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The previous Fairunes only had monsters on the field, but this time we have two NPC’s, Motchmo and Chromos. They aren’t just there to drop hints and give guidance like a sign board, but they’ve been written to give a sense of companionship during the adventure even if they don’t join the party.
In many games, it’s common to find NPCs that appear in front of the protagonist from time to time, claiming to be their enemy, or maybe having the purpose to give some comic relief, but this time we’re hoping we can develop NPCs that can form a different kind of relationship with the player.
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