Just built and ran the game today using 22f70bf87ffb067c78a29f5b398340089d46485e.
First of all, translations didn't compile, so I disabled them. Then, I needed this patch:
- {l Code}: {l Select All Code}
diff --git a/src/engine/system.cpp b/src/engine/system.cpp
index 6c71adf..e28b1b0 100644
--- a/src/engine/system.cpp
+++ b/src/engine/system.cpp
@@ -58,6 +58,11 @@ const char* gettext(const char *text)
{
return text;
}
+
+const char* ngettext( const char *singular, const char *plural, unsigned long int number )
+{
+ return number > 1 ? plural : singular;
+}
#endif
std::string Translate(const std::string& text)
since ngettext was not defined. Except those small issues, no real problem building/playing.
The upgrade system works nice, but it could use a way to move faster across the "map".
The trade system is interesting, too, even I didn't understood how it worked at first (didn't thought the components dropped by monsters are the things to trade).
Moving around in the party menu could be made faster/easier, notably to cast spells (heal/buf): needing to validate each move with the "enter" seems extreme to me, simply moving down with the down key would be more intuitive imho.
In that menu, it could be nice to have a way to know which buffs/debuffs are affecting characters, maybe how many time before they fade away too. I think the icons are not telling much.
Finally, I would say that I could finish the chapter 1 without using any potions except to fight Arlequin. I had to use a lot of them on Kalya, but even if so, I still had a huge stock of those after. Don't even know where I got those. Except against him, potions were not needed since Kalya regenerates her SP and have a heal spell. About this SP regen, I think maybe it would force the player to use potions if it was instead a SP drain from monsters: thus, one would have to fight to regen SP, which implies taking risks. Just an idea, though.
Congrats for the release again.