how practical it is. It’s about time that an editor used something intelligent like that. Very
good idea.
In fact, the whole thing is simply a masterpiece as far as the programming design goes. I love
it. The only thing I doubt is the story, and that stems somewhat from personal preferences rather
than any significant flaw. In my limited experiences, the best games are the ones that draw me in
emotionally. When I have some sort of attachment to the characters in the game, it provides a
strong motivation for succeeding. After all, these are my fake “friends” at stake.
:)
I would worry that an entire game based around a training camp wouldn’t provide the depth to
entertain players for much more than an hour or two. I would see the training camp as a level or
two or three, merely enough to acquaint the player with basic controls and game mechanics. After
that, something more in-depth should provide the motivating factor. It could still be
comical—maybe Yokozuki has to perform outrageous feats to impress his demanding girlfriend, who
sends him out on stupid missions to earn her love. Or maybe he loves his pet gopher and he has to
pursue him through miles of ?† circumstances until he finally gets to him. I don’t know— I
just think we should think bigger than a training camp. I also like that, especially if we send
Yokozuki international, because then I can write a whole bunch of different styles of music. If
Yokozuki has to traverse the Egyptian pyramids, I can write an Egyptian song! Same for Spain,
India, whatever. It would be fun. :) So that’s my only suggestion. Take it for
what it’s worth, heh. Other than that, I think you’re right on track. It looks great.
Congratulations on a project that’s actually progressing! :)