- The second textbox in the intro ("When the terrible conflict...") disappears too quickly, i.e. immediately after appearing.
Yeah, there's a timing issue with the first box that we're still working out.
- Naming inconsistency: in dialogue, people say "Magitech", but the description of the Pendant rare item says "Magitek", the battle command is named "MagiTek" with a capital T, and the enemies are called M.TekArmor.
Magitech/Magitek is going to have a space issue no matter how we approach it. And if I hear one person say "VWF," there will be pain and suffering. We're still deciding which way to go with it.
- You can't cast magic attacks on your allies
Like Fire?
- If you have the Rune Armor equipped during the flashback scene in which Terra kills one out of 3 Returners, she'll have Protect or whatever it is (green glow).
That'll be a demo-only problem.
- Plot-hole(?): Locke says to Arvis they've been searching for the sorceress for many years, yet Arvis then says the sorceress didn't join the Empire willingly... My point is, if they initially thought she were willingly helping the Empire, why were they "searching" her for? They should have considered her a normal enemy, and hunted her, tried to kill her, or something like that.
Did you forget about that enslavement circlet already?
- Locke initially has a knife equipped on his left hand, but the Optimum command always makes him equip weapons on the right hand. (Was Locke left-handed in the original game anyway?)
To give him some uniqueness, (is that even a word?) a weapon was to be in his left hand. However, since everybody in this game is automatically ambidextorous, there's not much we can do to make anybody unique. Optimum always favors right hand first.
- Plot-hole(?): Terra says she doesn't remember anything about the moogles helping them, and Locke concludes that she has amnesia. But she was unconscious when the moogles were there! Of course she doesn't remember them helping them...
Ok, that one is on us. Our plot hole detection machine must've been broken there.
- Typo: In Figaro Castle, a Sentry says the castle has the "most advanced devices in existance."
"Typo happens." *hides*
- In Arvis' house, if you open the menu and close it, the music will change.
- When Kefka visits Figaro Castle and exits after saying "You best hope nothing happens to your kingdom", his 2 soldiers move in a funky way (the make a very fast step in diagonal, diagonal is not the problem but their step is very fast, it's not the normal speed).
These are present in the original game.
- In the same scene, when Terra winks and Edgar and Locke fall down under the textbox, they appear above the textbox and their heads continue moving without their bodies o_O
As noted already, an emulator problem. They should go behind that window.
- When Locke and Edgar do Rock Paper Scissors, the sentence "Heh can't win them all" disappears too quickly for it to really be readable.
*checks*
No pause, no "wait for input." Mmmmmmblah!
- Then when Edgar says "I lost my composure", some white buggy bars appear at the left of the textbox.
When reformatting the in-battle dialogue, it wasn't checked to make sure it wouldn't wrap. If you're seeing white it means it's too close to the side. I hate the in-battle dialogue sometimes...
- Naming inconsistency: Chocobo keeper and innkeepers still speak about GP instead of Gil.
We hadn't gotten to the stables yet.
- The Nautiloid in Lethe River has an attack which has an empty name (it shows an empty textbox).
I thought I gave all monsters special attack names up to that point...
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- Finally, not important at all since it's only in the demo but... on the ending screen, you can open the menu and see Mog in your party.
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I thank you for the input. Once we get done tinkering with the core changes we can concentrate on everything else.