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Final Fantasy Fan Game: Untitled

Final Fantasy: Untitled


Hi there, I'm Eidolion, and I've been working on designing a Final Fantasy fan game for the past few weeks, and figured it was about time that I threw up my idea somewhere and hear what people think about it.

The Basic Storyline


Our story takes place approximately two hundred years after the events in Final Fantasy VI. The world itself hasn't changed too much. It has healed over time, and people had chosen to forget the Wars in the past, about Espers and Magic. As far as most people were concerned now, they're simply stories made to scare children. However there are people who have learned about the past, and are searching for artifacts and records from those troubled times, thinking that they may be able to fix the problems of today. There are also people who have refused to forget the past, and are determined to stop anything that may come back from the past and harm this world. It all begins when a strange Mineral is recovered from deep inside the Mines of Narshe, a place believed to have been used up of all of its resources. It appears to be nothing but a common gem with no real value, but after some research people begin to notice a faint glow inside of it, as if its slowly beginning to awaken. . .

Characters

Lyras
Age: 21
Weapon of Choice: Claws
Special Ability: Flair
Lyras is the main character of this story. He and his sister have lived on there own since they were in there early teens. They get through life on the odd jobs that nobody wants, and resorting to thievery on many occasions. Lyras doesn't really care for anything except for him and his sisters health and safety, because of this he tends to have slight disagreements with the party about how things are done. He tends to follow his sisters orders simply so he doesn't upset her. Lyras' weapon of choice are his own two hands, which he usually enforces with gloves or claws. In battle he is perhaps the most balanced character.

Raine
Age: 19
Weapon of Choice: Dagger
Special Ability: Steal
Raine is Lyras' younger sister. She's bossy, loud and loves it when she gets her own way, something Lyras came to accept early on in life. When it comes down to stealing, Raine is farm from an amateur, known for having sticky fingers even when she was just a small child. As she got older, she simply got quicker and more subtle about it and resorts to it whenever she and her brother run low on money or need food. Raine's weapon of choice is a dagger. In battle she is good at acting fast and moderately hard. To balance this she has low HP and Def.

Lance
Age: 22
Weapon of Choice: Gun
Special Ability: Shots
Lance considers himself to be a mercenary, a taker of the dirty jobs. Some don't really respect him as a Mercenary simply because they believe him to be young and inexperienced. But Lance has a habit to prove that he's as good, if not better, then any other mercenary they'll come across. He's well known for stating the obvious, usually in a humorous way and because of this, he could be considered the life of the party. Some may even think that Lance jumps into things without thinking, although it isn't true, he just likes to call it “Thinking while on the go”. Lance's weapon of choice is a gun, while not an incredibly common weapon it is still rather powerful when put into capable hands. In battle he is a quick and flexible fighter, although he tends to have low Def and MP.

Vahn
Age: 27
Weapon of Choice: Sword
Special Ability: Sword Play
Vahn is the second-in-command of the Resistance Group known as the “Returners”. He has a strong sense of justice and hates to see people in need, because of this he has been known to go out of his way to protect someone. He seems to have a history with Lance as they mention a previous adventure multiple times. Vahn's weapon of choice is the Sword. In battle he is a straight up attacker, he has a high HP and Str, but is lacking in the Mag and MP department and is the slowest party member.

Creisa
Age: 24
Weapon of Choice: Staff
Special Ability: Summon
Will reveal more on a later date.

Kuku
Age: 7
Weapon of Choice: Whip
Special Ability: Blue Magic
Will reveal more on a later date.

Joran
Age: 33
Weapon of Choice: Axe
Special Ability: Terrain
Will reveal more on a later date.

Sorn
Age: 30
Weapon of Choice: Spear
Special Ability: Darkness
Will reveal more on a later date.

But, I Thought Magic was gone!?

For those who have played Final Fantasy VI, and beaten it, you'll know that at the end of the game, we're told that magic was destroyed with Kefka and is gone. The way my story works is that magic wasn't destroyed but merely put into a slumber, while when the Magicite shattered after Kefka's defeat, the Espers were released and in a way returned to the planet to also slumber. With research on the shard found inside of the Narshe Mines, they unexpectedly awaken the essence that was resting inside of this and because of it Magic begins to awaken all over the world, although its barely noticeable at first. The way magic is learned in this game is a character comes into contact with an Esper and makes a pact with it, and to help the party the Esper allows them to borrow some of its power to help them in the battles ahead of them. So, from that point after battles the members in the party will gain AP which is then used to purchase Magic from the Espers from the Menu Screen. Creisa herself will be able to summon the Espers you have encountered through the story.
Features

Like any Final Fantasy Game, it has to have features, and what I will include (not plan, these WILL be in it) are the following.

Limit Breaks – Not like Final Fantasy 7 Limit Breaks, but the Final Fantasy 6 Desperation Attacks that you get when you're low on health and can only use once per battle.

Steal System – Raine's Special Ability, kind of needs to be there, right? It'll have the option to steal a Common Item from the enemy, and a Rare Item.

Blue Magic – Kuku's Ability. She uses the monsters abilities against them, but now I come to a question, would you guys rather her have to be hit by the attack, see that attack get used, or draw it out of them like FFX?

Terrain Magic – Joran is a Geomancer, kind of like Mog, but not with as much freedom. When he uses Terrain in battle, it'll randomly use a Special Attack for that area against the enemy, or on the party. Kind of like the FF3 Geomancer. Why this Geomancer Change? Mog did it through dancing, Joran does it through actual Geomancy.

Tools – Not really a Feature, but Shots for Lance, is essentially Edgar's Tools changed into Bullets.

FF6 Style Party System – What this means is, while Lyras is the “Main” Character, like Final Fantasy 6 you don't need to have him in your party unless the game requires it, so you can make the party full of the people you like.

Custom Menu Screens – This is one thing I feel I need, a custom menu screen, I'd like the Menu to kind of Mimic Final Fantasy 7, since its my favorite layout, and I'll probably need to add some pages to the Menu (if possible) to accommodate the Magic System and they likes.

Custom Battle System – Another thing I'll need, a Battle System that makes it Feel like a Final Fantasy battle. Including Steal, etc. I'd also like for it to have a alternate screen for after the battle, that shows the EXP Gained, AP Gained, Gil found, Items found, Level Ups, Skills Learned, stuff like that.

New Algorithm – Something to make the way damage and all that is dealt, feel more like Final Fantasy.
Questions For You


Now, I have some questions for you, first off, do you feel that this game should have 3-Member Parties? Or 4-Member Parties. I've been thinking about this, and I can't figure out which one I'd like to have more.

Secondly, which do you feel it would be easier to make this in, XP or VX? XP already has the Attack Power, Defense and Magic Defense that I'd like to use, while VX doesn't seem to have it.

Final Note


And finally, if you have any questions concerning the story, character, features or anything like that, feel free to ask and I'm sure I'd be willing to answer. If you have any comments, criticism Good-or-Bad, let me know as I'd love to hear it. Also,I suck at Scripting and I know I'll need help finding things, so if you're able to make Scripts for me, or tell me where to find them, that would be greatly appreciated.


Anyways, thank you for your time,
Eidolion,
 

Mr. M

Member

I think it sounds pretty good. A game that epic is going to be hard to make a fan-sequel to, so be prepared for a lot of people to hate on it for what it isn't, instead of appreciating it for what it is.

On to criticisms:
FF6 was a very epic game, so to include all of those magics and skills is going to take a lot of work animating and etc. You should probably aim lower, especially since you sound like a beginner (like me).

I like the story and ideas you have, but maybe removing the FF6-sequel aspect, and maybe making it a homage to FF6 would be smarter. You wont have to live up to the amazingness of FF6 but at the same time you can borrow some ideas from it still.

To answer your first question, I say keep 4 person battles.

Good luck with the game.
 
As a person who'd been developing a fan-game for what seems like an eternity at this point I must say. Even though you may have put a lot of thought into this, I would recommend some things.

1. Don't make it an sequel, unless you really want to and if you do, make it a LOT longer after Final Fantasy VI, two-hundred years, make it more like a thousand, so that people can actually forget about magic and things can completely change so that you don't have to be confined by Final Fantasy VI.

2. Look up Dargor's Final Fantasy VI SDK, it'll help you A LOT, it's for RPG Maker XP not VX and it's probably the best set of starter scripts out there for anything. It'll help you get off the ground and give you the resources you need to get a good fangame made.

3. Be prepared to put LOTS AND LOTS of effort into this. Final Fantasy Series is one of the most epic stories every told, and Final Fantasy VI was no exception, in fact it's quite possibly the most epic story of them all, I mean, the villain doesn't just want to destroy the world, he succeeds in doing so! Right now if you take my own game for an example, it's got about 20 hours of gameplay from about 2 years of making (it's been in development for about 4 years now but it's taken a year hiatus and two 6 month hiatus). So be prepared for this to take a LONG time to make.

This is all I can say that and Good Luck. I hope that you do put effort into this and don't be held back by people who are saying "Oh why don't you make an original game!" Quite frankly I think it's more of an achievement to make a successful and good fan-game than an original one.
 
Mr. M":1wdsdmrb said:
I think it sounds pretty good. A game that epic is going to be hard to make a fan-sequel to, so be prepared for a lot of people to hate on it for what it isn't, instead of appreciating it for what it is.

On to criticisms:
FF6 was a very epic game, so to include all of those magics and skills is going to take a lot of work animating and etc. You should probably aim lower, especially since you sound like a beginner (like me).

I like the story and ideas you have, but maybe removing the FF6-sequel aspect, and maybe making it a homage to FF6 would be smarter. You wont have to live up to the amazingness of FF6 but at the same time you can borrow some ideas from it still.

To answer your first question, I say keep 4 person battles.

Good luck with the game.

Hey there :) First off sorry I come across as a Beginner, for the scripting in RMXP/VX I am, but everything else I feel rather decent in since I played with RM2K3 for a long time now, and the only reason I'm moving out of my comfort zone to XP is to make the game the best it can be. On the subject of removing the FFVI Sequel Tag, that's been suggested to me before, but is isn't what I want, but I thank you for the suggestion. And also thanks for answering my question, I probably will stick to 4-Character Parties.

Petros":1wdsdmrb said:
As a person who'd been developing a fan-game for what seems like an eternity at this point I must say. Even though you may have put a lot of thought into this, I would recommend some things.

1. Don't make it an sequel, unless you really want to and if you do, make it a LOT longer after Final Fantasy VI, two-hundred years, make it more like a thousand, so that people can actually forget about magic and things can completely change so that you don't have to be confined by Final Fantasy VI.

2. Look up Dargor's Final Fantasy VI SDK, it'll help you A LOT, it's for RPG Maker XP not VX and it's probably the best set of starter scripts out there for anything. It'll help you get off the ground and give you the resources you need to get a good fangame made.

3. Be prepared to put LOTS AND LOTS of effort into this. Final Fantasy Series is one of the most epic stories every told, and Final Fantasy VI was no exception, in fact it's quite possibly the most epic story of them all, I mean, the villain doesn't just want to destroy the world, he succeeds in doing so! Right now if you take my own game for an example, it's got about 20 hours of gameplay from about 2 years of making (it's been in development for about 4 years now but it's taken a year hiatus and two 6 month hiatus). So be prepared for this to take a LONG time to make.

This is all I can say that and Good Luck. I hope that you do put effort into this and don't be held back by people who are saying "Oh why don't you make an original game!" Quite frankly I think it's more of an achievement to make a successful and good fan-game than an original one.

1. Making it a thousand years after Final Fantasy VI ruins the general feel of the world I'm looking for, people if chosen to can forget about magic, which the general populace will have done, it's mostly the higher ups and history buffs who have read about what it was like back then, everyone else just thinks Espers and Magic are stories to scare children who misbehave.

2. I've been told about this FFVI SDK, I've looked into it, but from what I gathered it's incomplete and unusable, if that's not true, forgive me, but I've never used a SDK before and want to know what it does to change how I make my game, aside from adding Scripts. Also, on that note, it pretty much makes the game a carbon-copy of FFVI in the look and feel, and while I want the look and feel, I want it different at the same time, if you know what I mean. Like, the Esper System from VI isn't in my game, instead I use a different system to borrow magic, so things would have to be edited, so it may be easier to just find Scripts, and place them together I guess. If I'm wrong, feel free to correct me though and give me the low down on it.

3. I'm also aware of how long it makes to take a decent game, and of how Epic Final Fantasy VI is. It was my first RPG, and my favourite RPG ever since. I breathe Final Fantasy VI and still beat it at least twice a month even now, I know that game inside out, backwards and upside down. Frankly, I have little to no life anyways, and most of my day is spent to me making Final Fantasy VI-styled maps, playing it more and fleshing out more of the new world, so I'm ready to take it on head first. But thanks for showing support, and I agree with you on making a good fan game, as opposed to an original game, to a certain point anyways. And good luck with your game as well.

So, anymore feedback and opinions?
 

moog

Sponsor

Do not make this an FF6 sequel. From what it looks, you are trying to bring magic back or what not. FF6 had ABSOLUTE CLOSURE. There was nothing coming back to stir up trouble after the fall of Kefka. Ive seen this done thousands of times dude, its just a pain in the neck to make everything connect-its much easier to make it just a ff-fan game not based on any specific title.

A ff6 sequel is very hard to be done. Im not trying to be a dick, I wish you the best and everything, but making it an ff6 sequel is very hard to pull off. You'd have to base it off of the current lives of people and make it more war based, without any magic and what not. I can see you are probably a hxc fan of the game (as am I), so i hope you can mold it where it doesnt counter any of the plot ends.

Good luck.
 

moog

Sponsor

also to you two saying it wont "live up to it" has nothing to do with why an ff6 sequel is a bad idea. Making it is ok, as long as it doesnt fight the closure, which is very difficult to not do.

It could be any other ff or game and you could make a sequel to it and It could work, imo.
 

moog

Sponsor

For those who have played Final Fantasy VI, and beaten it, you'll know that at the end of the game, we're told that magic was destroyed with Kefka and is gone. The way my story works is that magic wasn't destroyed but merely put into a slumber, while when the Magicite shattered after Kefka's defeat, the Espers were released and in a way returned to the planet to also slumber. With research on the shard found inside of the Narshe Mines, they unexpectedly awaken the essence that was resting inside of this and because of it Magic begins to awaken all over the world, although its barely noticeable at first. The way magic is learned in this game is a character comes into contact with an Esper and makes a pact with it, and to help the party the Esper allows them to borrow some of its power to help them in the battles ahead of them. So, from that point after battles the members in the party will gain AP which is then used to purchase Magic from the Espers from the Menu Screen. Creisa herself will be able to summon the Espers you have encountered through the story.

This TOTALLY kills the plot. The statues were the source of all magic, and kefka took the power into his own. Once the statues are destroyed in his domain, he is the only source of it left, and when he dies all magic ceases to exist. Terra ONLY LIVES because she chooses to be human on her own will (as maudin says to her) There are NO ESPERS LEFT, they are all dead so there is no way an esper(s) can come into your story.

I see where you are going, but it just cant be done. No statues + no kefka = NO MAGIC.

Dont base the story off of magic imo, try to do it more story driven.
 
My fangame, Essence, started out as a FFVI sequel... it's actually kind of obvious to some. I figured that it was quite impossible to make a sequel to the greatest FF game, FFVI. BUT you shouldn't give up hope. All I did was change the world map and the name for my game... and a few towns and names... But the main plot is there. I'm even going to have FFVI cameos (an opera you can play in for fun... like a side quest. Probably not exactly like FFVI, but very similar.) I'd say break down the ideas and create an original FF fangame... or a sequel.

But if you want to keep doing this, I wish you the best of luck!
 
Do not make this an FF6 sequel. From what it looks, you are trying to bring magic back or what not. FF6 had ABSOLUTE CLOSURE. There was nothing coming back to stir up trouble after the fall of Kefka.

Nothing is coming back, aside from magic, in some form. I'm not pulling off a "OMG Kefka is back!" thing, there's a different thing that brings back magic, and it's not quite like magic from Final Fantasy VI, but its the same at the same time. I'll explain this one better when I'm not so dead.

its much easier to make it just a ff-fan game not based on any specific title.

You're right, it is easier, but it isn't what I want. The reason why I chose VI is because it is my favourite RPG of all time, and the hardest one to make a sequel too in regards of the Final Fantasy Series. Really, the challenge is what makes it fun, and I appreciate the concern as it seems like you're also an avid fan, if I find there's a chance of me botching it entirely, I've already made plans to scrap that portion of the story and have a replacement good to go.

Don't base the story off of magic imo, try to do it more story driven.

The story isn't based off magic, it's just an extra thing involved in it.

But if you want to keep doing this, I wish you the best of luck!
[/quote][/quote]

Thanks! And I wish you luck with your game as well, it's good to see you still working on it after all these years.
 
Well, you seem pretty set on this. Just take into account what we've said, as your target audience these are our opinions. So I wish you the best of luck with this project, if you need any help or advice, I'm sure Myself and I'm though I can't speak for her sure Celes_Cole as two of the resident fangame producers would be willing to lend a hand as we kinda know what you're going through.
 

moog

Sponsor

Nothing is coming back, aside from magic, in some form

Youre missing the point, nothing can bring magic back. NOTHING. Im trying hard not to turn this into a FFVI discussion rant, so ill offer some alternates. Using skills or something (like tools or blitz, etc) could be implemented, but magic just cant.

Saying "an esper was dormant in a mine etc" is a very bad plot line to start off of. You have to make it tie in so there arent any fallacies.

The story isn't based off magic, it's just an extra thing involved in it.

You should elaborate then, because your plot so far sounds as if it is based upon finding an esper (or so I assume).


Since this is the development thread, could you explain how you are bringing magic back? I'd like to hear, as an FFVI fan and to give constructive criticism.

Like I said, making an FFVI sequel CAN BE DONE but it would have to be 99.9% story driven at heart and be done extremely well with caution and notice to the original's story elements.
 
Sorry about the absence, I'm still alive and this game is still being worked on, sort of.

I've changed the storyline almost entirely, and it's still based in Final Fantasy 6's world, just a bit later (Thinking 250 years). And yes Magic is coming back, no Espers aren't, and neither is Kefka.

The answer? Crystals.

Once Kefka was defeated, magic did leave the world, in a sense. He absorbed the powers of the remaining Espers and the Three Statues, Magic had no real connection to the world anymore, except for the place where everything began, the crystals.

The crystals remained dormant deep in the earth, in a slumber you could say, everything originated from these, kind of like a Core I guess. So once magic vanished and Kefka was defeated, they did leave the world in that form, it's like a cycle I guess, and now magic is being reintroduced once people are brought into contact with the Crystals, like, how did magic exist in the previous games? Magic is always alive in the world, the Espers and Statues gave magic a vessel I guess it could be described as, and once they were all gone, magic appeared to be gone as well, but returned to the crystals.

So, long story short, Crystals = Magic. Espers, Kefka, and the Statues are gone. This is a new form of magic, recently discovered. I look at it more like, Original Magic, Raw Power, something that isn't really gifted to the players by magical beings. Sorry for the crappy explanation, I'm rushing.

So, yeah. I'll be making a new thread with all the new storyline and characters, I'll also be looking for help with the game, like Scripters, Graphic Makers, Composers, etc. Probably gonna pay if I have to, so look for the thread in the next week or so.
 
I can't wait. Its nice to see people doing the best FF game some love. I can't wait to see development :)

I wanna know, will this any of the old characters in anyway? Flashbacks or something? Will you use the Japanese FF6 Adventure Guide books and Character books to build off the past of FF6 or completely make it your own?

I remember starting my FF6 project years ago, but its only recently that I found an appropriate system to work it with.

Youre missing the point, nothing can bring magic back. NOTHING. Im trying hard not to turn this into a FFVI discussion rant, so ill offer some alternates. Using skills or something (like tools or blitz, etc) could be implemented, but magic just cant.
Actually, you have no idea if SE was planning on bringing magic back. If the planet could live again, there isn't anything necessarily that says magic or the Warning Triad cannot come back. Sure, the game gave closure and showed Magic dead, but you cannot say that magic can't come back -- you really aren't the makers and the last time I checked, they didn't say magic couldn't come back.

After all, the War of Magi left the world without magic but then the Gate was founded by Gestahl and magic could be used again. The Esper World could still be intact and then possible hundreds of years later, form a new source of magic for the planet.

My point? I'm equally a rabid fan of FF6 and have been for quiet some time and have read all the Adventure Guide books, character books, Figaro background book, has done a few translations of them, has read great translations of them, have been a rabid fan since the start of the game (yea, I was a freak obsessive child. All I did was play FF3(6), Secret of Mana, Legend of the Seven stars and do research on FF6. Its been my "off-time" obsession for a number of years now), and I'm just saying there wasn't anything that said it couldn't come back or that it does comeback. :)
 
Honestly, this project has changed massively and I'm too lazy to update right now, but I might in the next... week or so. And the old protagonists play very minor and insignificant roles.
 

moog

Sponsor

Actually, you have no idea if SE was planning on bringing magic back. If the planet could live again, there isn't anything necessarily that says magic or the Warning Triad cannot come back. Sure, the game gave closure and showed Magic dead, but you cannot say that magic can't come back -- you really aren't the makers and the last time I checked, they didn't say magic couldn't come back.

After all, the War of Magi left the world without magic but then the Gate was founded by Gestahl and magic could be used again. The Esper World could still be intact and then possible hundreds of years later, form a new source of magic for the planet.

My point? I'm equally a rabid fan of FF6 and have been for quiet some time and have read all the Adventure Guide books, character books, Figaro background book, has done a few translations of them, has read great translations of them, have been a rabid fan since the start of the game (yea, I was a freak obsessive child. All I did was play FF3(6), Secret of Mana, Legend of the Seven stars and do research on FF6. Its been my "off-time" obsession for a number of years now), and I'm just saying there wasn't anything that said it couldn't come back or that it does comeback. :)

youre being a massive idiot and this isnt personal so please dont get too offended

the espers were NOT THE SOLE SOURCE OF MAGIC. espers were people, normal beings until they got changed because of the statues, which were the source of power. when shadow trapped kefka in the war path of the triad on the floating continent, he unintentionally gave kefka the power of magic, and then some. however, since the statues were all fucked up, it sent the world into ruin. the statues were the sole source of most power and balance (i.e, World of balance before and World of Ruin afterwards), so once the heroes destroyed the statues all the magic source that remained was what kefka had. Without kefka being alive (or the statues), magic CEASED TO EXIST, thus reversing ALL of the effects of the the shit he did (yanno, in the ending when the world becomes lush and peaceful again, it didnt take YEARS it took like 5 minutes to reverse it all).

also this whole shit with LOL THE ESPERS ARE STILL ALIVE PERHAPS is complete crap, are you trolling dude? the espers were ALL turned into magicite, despite Terra, who was half. if you recall, in the ending the only reason why terra didnt also die was because she chose in her will to stay human because of her love of the children in moblitz. all the espers die, even her father mauldin who EXPLAINS IT TO THE PLAYER IN THE ENDING

bottom line, you dont know what youre talking about besides LOL SE COULD MAKE IT CUZ U DIDNT HEH, shit argument because they specifically made it to be one of the few final fantasies with PERFECT CLOSURE (notice how most ff's, 4 7 10 and 5 ALL HAD SEQUELS). They could make another game, but it would have nothing to do with magic or energy. FF7 pulled that shit in advent children and we all saw how awful that was.

if youre going to gloat about how much you know about the game, please get some GOOD FACTS and dont pull shit out of your butt dude, that was a really weak argument.
 

moog

Sponsor

also dude if youre still working on this dont do crystals, thats really weak as well. just make a story driven game without magic! its not that hard, i saw one FF6 fan game that was FANTASTIC, it had nothing to do with magic and was just war driven, it had a good plot.

monsters arent gone so there is a way to make a good sequel but you HAVE TO DO YOUR HOMEWORK or its gonna end up bad!

good luck to you
 
I'm actually rewriting it, and hope to have it up by next weekend latest, it's based 4 years after FFVI. Magic isn't usable by the characters, but is mention (of course), and I'm debating on if the Main Villain will control a form of it depending on what I settle with him being.

How the characters are going to work, is I'll be changing some of them up to reflect a different battle view, for example the only characters returning to the Battle Line-Up is Sabin and Locke and Shadow, sort of. Sabin's Blitz will allow him to deal damage, and also heal allies. For example, say he chooses Chakra, instead of Using the Commands to use it, he chooses the ally he's using it on, and then inputs the commands. If he's successful, then it'll be a Critical Heal, and also remove say Poison and Blind, if it's unsuccessful it'll be a normal heal, and not heal Poison or Blind. I have 8 Characters planned, with three of them being capable of healing, so I'll still have all the things needed to make the battles work without relying on items. I'm also thinking about using a Final Fantasy IX type system with abilities so I can still use Elemental Attacks and stuff. So yeah, expect a brief breakdown of what I've been working on shortly. It's not EVERYTHING, but a general concept, and you can question how I plan on addressing certain things.
 

moog

Sponsor

Honestly, that sounds pretty interesting! The blitz command sounds like a nice touch for intro players and for those already good at inputting commands. Battles without items sounds like a nice engaging feature too. Im interested in this still, so best of luck to you.
 
Well, there are still items, like Potions and the sort, but the way I was imagining was without magic you'd have to rely on them for healing, but after thinking it through I can use skills like Blitz, or other special abilities to do it. The skills I have now are;

Throw (Used by Shadow, hurl unused weapons, same old)
Blitz (Used by Sabin, can now use healing moves, and attacking moves)
Mix (Used by the Alchemist, this is the "Tools" character, Heals and Buffs Allies)
Skills (Used by Locke, Steal from enemies, and use other "Tricky" skills)
Dragon (Used by the Dragoon, Deals Damage and Buffs Allies)
Bushido (Used by the Samurai, similar, but not as time consuming)
Swordplay (Used by the Knight, Deals damage and weakens enemies)
Song (Used by the Songstress, Heals and Buffs allies, also damages and debuffs enemies)


And then like in FF9, you'll get Abilities from Equipment that you're able to equip that offer special abilities, like +10%HP, Poison Resist, etc. I'm thinking about having a limit on these that can expand as you level up, like you're limited to 2 Slots at Lv.1, but by Lv.99 you can have like, 12 Slots are something, gaining a new one each level. So you can make your character stronger using Abilities and Equipment Combination instead of just relying on leveling up.

Now, since this game is essentially a new game, should I keep using this thread, or make a new one?
 

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