Frequently Asked Questions
A visual novel is very much like a book (akin to the Choose Your Own Adventure genre) where you have wonderful art and player agency to aid in telling the story. There are many different types of visual novels, but ours in particular is non-linear and branching. As the story progresses you'll be presented with decisions to make that will change the narrative.
If you want more of a breakdown on visual novels this Wikipedia article does a good job explaining it. http://en.wikipedia.org/wiki/Visual_novelLast updated:
No, it isn't. Instead of stats we use a series of flags indicating decisions you've made and skills you've learned.
Example: In the game you get the chance to learn fire magic from Archmagus Rubus, healing skills from Prelate Lucius, or get a new crossbow from James the Mechanist. Later a soldier gets injured and you are presented with the option to try and aid him or do nothing. If you got the healing skill flag another option to use those skills on the soldier is available to you and you can easily save the solider.
If you choose to aid the soldier without healing skills you get a scene where you injure him more and kill him. However, if you picked up fire magic from Rubus you automatically use that in the scene to cauterize the wound and manage to save the soldier.
The crossbow isn't particularly useful in aiding the soldier and so adds no options to this scenario, but at a later point in the battle you can manage to aid several soldiers by being able to shoot at enemies from a distance. An option you wouldn't have with either healing skills or fire magic.
The three options are not a damned if you do damned if you don't situation. Saving the single soldier is good for morale and earns you respect, which is important if you want them to listen to you when you gain command. Being able to aid the soldiers later in the battle means you'll have a higher number of soldiers to work with in future battles.
Why do it this way instead of having stat raising? Don't get us wrong, we all adore stat raising games, but we also felt that the story being told in Queen at Arms was better handled as a flowing narrative.Last updated:
We'll do you one better; you can see our producer's expenses:
How will the funds be allocated in the future? Much the way they were in the past. The team will be paid at a steady rate, with incidental expenses related to music, steam fees, etcetera.Last updated:
We'll have images soon! Each of our 3 main artists is illustrating one. Meagan's image, for the 11"x17" poster, has a preview here: http://i1230.photobucket.com/albums/ee493/rosstin2011february/11x17vertvssideways_zpsb69a8608.jpgLast updated:
No, we find it just as annoying as you do.Last updated:
Hopefully, no, and maybe. We're going through the steam greenlight process right now, but getting on GOG will depend entirely on them once the game is finished. We'll try to put the game on there, but can't give you a firm answer on it right now.Last updated:
You can donate through this link-- please specify what reward you want and your shipping info!
Back Queen At Arms with Paypal: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=K9UCC8J32WVA2Last updated:
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