Also, do you remember the typing chart used in Vacation? For Starsign, an astrolog comes into play as well where planetary placement varies by the moment.
Gofuku: As flashy as they were, we felt the effects were right at home on the two screens. "Is there anything you'd like to let fans of Vacation keep in mind for this new entry?" Inoue: With how many spirits you needed to collect, your time spent in game was always busy, so we've looked over the more complicated bits of Vacation and simplified them in hopes of reaching a wider audience. Shirakawa: We devised a system where players could easily use the stylus, though there were elements not original of our control scheme such as Spellstriking and Reflex Guarding. Inoue: We didn't want to over complicate controls as we had already set on them being touch exclusive. Landing this seemed more crucial than creating a proprietary play style. Finally, we thought it best to play it smart and retain the styluse's merit. Another idea involved drawing shapes on the screen to unleash your magic, but we wondered if players would be able to remember every single one further on. One involved spinning the stylus around to cast spells, but we thought it'd eventually get tiring on the hands. Matsuura: We had a couple of battle systems in mind. We had no clue how the screens would even end up working, so the more info that was released, the more we altered parts of our project. Inoue: When we started production, the OS hadn't been released yet, so we were only given documentational specifications to work off of. Hishida: Brownie Brown knew what they were doing in the end, so we were eager to see what they could show us on our new hardware. I wanted to make the game entirely touch controlled, because by doing so, we could set a standard with Stylus Based RPGs on the OS I did expect some push back however, so I made sure to emphasize the ways we could make good use of the screens with how we demonstrated magic and it's effects to the team at Brownie Brown. "In doing so, how did the product fit your standard?" Gofuku: We first mapped controls that would be light on the screens. Following, we thought to distinguish strategy from other games using row placements in battle. Beyond that, we thought about using the two screens to portray equally stylish yet powerful spells. First, we really wanted to set the standard for Stylus Controlled DS RPGs. During planning, we had a couple of points we wanted to achieve. For Starsign, our setting reached all the way to space. Hishida: The moment you leave for Valencia Beach in Vacation is the exact point your adventures begin. The students within those halls would be your teammates, no less. School is filled with quirks and oddities, and I felt you should be able to gather all that at your whim. "Were standard attacks like kicking and slapping also due to you not wanting traditional weaponry involved?" Inoue: That's right.
#JUST GET IT DONE MEME TV#
From that, I took my influences from TV Shows I adored as a child into making the setting what it is today.
What awaits when the five stars ali "Continuing from Vacation, how did you build off of the groundwork that it's setting laid out?" Inoue: I didn't really want to make a game where you would just slash and punch things, so I thought about making magic a focal point when developing Magical Vacation. Just how was such a characteristic world constructed? How were such lush graphics coded? As our impressions soared and our adventures continued, we took to Brownie Brown with questions, being treated to an amiable time, united as amigos. "Magieal Starsigns When the five stars allign- Development Seif lntervisw- ge It's cute, wondrous, and a tad quirky.