Re: Crop and Claw 2
Posted: Sun Apr 26, 2026 6:38 am
Nearly one month and things are slowly getting there. I got pulled around so much on other stuff for so many weeks that I didn't get as much as I'd liked to. A few experiments like the SNES mode7 style stuff are ahead since we probably won't use them for CnC2 and just the third for flight. At least, unless we suddenly put a FF6-style Chocobo riding with Tecton and a wagon for fun to avoid overworld encounters. On more pressing matters, Argil had put together formulas, so the demo's slowly moving out of random numbers and into "pre-balance estimates". I'm adding new skills and items to give enough for the demo to play with and populate enemies with. Currently things are a bit much. The symmetrical Pokemon-like nature of combat makes enemies pretty tough since players and enemies share their calculations, rather than enemies being a separate statblock and composition system compared to others. Hardest is probably also getting around to finishing skill animations and then polish. There's still a number of small bugs I have to identify, especially with the suck that is menus that lose focus if you exit and reenter the window. God help you all, Windows users, as I still don't know if it'll crash on Windows the way CnC1 did.