http://i12.photobucket.com/albums/a249/Zeldrak/logo.jpg[/img]
I'm sorry to announce that this project will be cancelled in order to make an original game. If possible , can an admin erase the thread? thanks.
I'd love it if anyone could get me a BIG version fo the floating island and main world maps. The images i got are very small and i can't figure out the details. thanks Celes_Cole
What I'm currently working on:
- Mapping
- Basic Events (Transfers, Treasure, Switches)
What needs to be edited:
-Character Graphics (I have some lookalike graphics for each Job, just need to edit.)
Screenshots:
Just to make sure I don't get clobbered by Square-Enix about this:
I am not the original author to this. Final Fantasy III, All character designs and story are copyrighted by Square-Enix.
I'm sorry to announce that this project will be cancelled in order to make an original game. If possible , can an admin erase the thread? thanks.
I'd love it if anyone could get me a BIG version fo the floating island and main world maps. The images i got are very small and i can't figure out the details. thanks Celes_Cole
Uh, yeah, you read it correctly. I'm making a FF3J remake on VX.
Why? Well, to be honest, it deserves it. the NDS version changed a lot on the original story. I didn't like the fact that you had new characters, completely different from the original 4 Onion Kids. Also, because whoever played the NDS version probably never played the original to think twice. The Famicom version was my all time fav retro game. With that being said, I now need to thank Atemu. She was the main reason that I started thinking about this project. I am not competing in any way with Atemu's remake, even if you think so. I merely wish to make a version of a game so few people played if not for the NDS version.
Why? Well, to be honest, it deserves it. the NDS version changed a lot on the original story. I didn't like the fact that you had new characters, completely different from the original 4 Onion Kids. Also, because whoever played the NDS version probably never played the original to think twice. The Famicom version was my all time fav retro game. With that being said, I now need to thank Atemu. She was the main reason that I started thinking about this project. I am not competing in any way with Atemu's remake, even if you think so. I merely wish to make a version of a game so few people played if not for the NDS version.
One thousand years before the game, on a floating continent hovering high above the surface of an unnamed planet, a technologically advanced civilization sought to harness the power of the four elemental crystals of light. They did not realize that they could not control such fundamental forces of nature. This power of light would have consumed the world itself had the light crystals not had their natural counterparts: the four dark elemental crystals. Disturbed by the sudden interruption of the careful balance of the light and the dark, four warriors were granted the power of the dark crystals to recontain the power of the light crystals. These so-called Dark Warriors succeeded in their quest, and restored harmony to the world. But their victory came too late to save the doomed civilization. Their culture was reduced to ruin, though their floating continent remained. On that continent, the circle of Gulgans, a race of blind soothsayers and fortune-tellers, predicts that events will ultimately repeat. The power of darkness can be just as abused as the power of light; when it occurs, then the crystals of the light will need to call forth their own warriors to restore balance.
Taken from Wikipedia
Taken from Wikipedia
Final Fantasy III features four orphans from the remote village of Ur by the priest, Topapa. When the Wind Crystal sinks to the earth due to an earthquake one day, the four characters go to investigate. They manage to get lost, but eventually stumble upon the Crystal. The Crystal tells them of Xande's plans to conquer the world using Darkness, which could upset the balance of Light and Dark and lead to detrimental effects. It then proceeds to bestow the first Legendary Job Classes upon the four. From there on, the four become Warriors of the Light, and leave Ur in their quest. Granted the power of the Light, the Warriors begin to combat the darkness that increasingly consumes the world. As the other Crystals they encounter provide them more Jobs, the four Warriors become a formidable party strong enough to save the world from the darkness.
What I'm currently working on:
- Mapping
- Basic Events (Transfers, Treasure, Switches)
What needs to be edited:
-Character Graphics (I have some lookalike graphics for each Job, just need to edit.)
Magic System: Magic is divided up into three types: White, Black, and Call. Different magic can be used depending on which Job you have. Magic is further divided into levels. Each level has its own independent MP. As well, some Jobs can only use lower levels of magic. Each Level can only take 3 Spells at a given time, which the user can replace an existing spell with a new one. Each Magic Level has a separate MP counter. Each job controls this parameter differently.
Job System: The main thing here. I need a job system identical to the game. In which you need CP (Capacity Points) to change jobs, the requirement for these becomes lower depending on each job level. But changing from a fighter class to a caster class requires double CP and vice versa. Also, each character must change their character graphic according to their current Job. There are 22 Classes total in the original version.
Also, there has to be a method to hid and lock character classes from being used, and activate classes though switches. They're won with each crystal, and each group needs to be associated with a different switch, so that when the switch turns off, the Jobs are unlocked and can be selected on the menu.
Another thing about the job system. Some classes don't have MP at all. And each job's stats are controlled using the Onion Kid's algorithm. Each job adds a certain % to the base attributes and caster Jobs have more MP than all the others. Here's a link to the job chart and their attributes: http://www.rpgclassics.com/shrines/nes/ff3/jobs.shtml
This is probably the most important thing in the project.
Menu System: Menu System Screenshot
I'll be using the menu screen from the DS version, since it's easier to make, and mimic, since the original one showed a guest in your party on the menu.
Caterpillar System: This is the tricky one. I need a caterpillar system for non party members, but for guests. These are NPC's that are essential to the story, and need to accompany the hero. also, if you press [Cancel], they'll give you hints on where to go among other useful tips. This needs to work with only 1 NPC at a time, but with various different NPC's at different points in the game. (Princess Sarah, Cid, Dash, etc.)
Chocobos: These need to be made so that you can only ride once, when you dismount, they run away.
Job Specific Commands: Some Jobs have unique Commands. Such as the Scholar's "Peep" Command, which works like scan;
the Thief's "Steal" Command;
the Geomancer's "Terrain" Command, which works like an elemental attack based on the location you're in, example would be in a volcano, a Geomancer's Terrain Command would cause Fire element damage;
the Dragoon's "Jump" Command, Jump in one turn, come down on the next and deal double damage;
the Karateka's "Build Up" Command, using it puts his defense to 0, but his next attack will do twice the damage, however if you use Build Up twice in a row, defense will only drop by 1/2;
the Magic Knight is a different issue though. He can only use level 1-3 White Magic on the menu and not in battle.
Also, there's the Bard Job. He has 3 commands: "Sing", which is basically attack; "Scare", which has a small chance of making enemies run away, and "Cheer" slightly increases HIT rate for 2 turns.
Job System: The main thing here. I need a job system identical to the game. In which you need CP (Capacity Points) to change jobs, the requirement for these becomes lower depending on each job level. But changing from a fighter class to a caster class requires double CP and vice versa. Also, each character must change their character graphic according to their current Job. There are 22 Classes total in the original version.
Also, there has to be a method to hid and lock character classes from being used, and activate classes though switches. They're won with each crystal, and each group needs to be associated with a different switch, so that when the switch turns off, the Jobs are unlocked and can be selected on the menu.
Another thing about the job system. Some classes don't have MP at all. And each job's stats are controlled using the Onion Kid's algorithm. Each job adds a certain % to the base attributes and caster Jobs have more MP than all the others. Here's a link to the job chart and their attributes: http://www.rpgclassics.com/shrines/nes/ff3/jobs.shtml
This is probably the most important thing in the project.
Menu System: Menu System Screenshot
I'll be using the menu screen from the DS version, since it's easier to make, and mimic, since the original one showed a guest in your party on the menu.
Caterpillar System: This is the tricky one. I need a caterpillar system for non party members, but for guests. These are NPC's that are essential to the story, and need to accompany the hero. also, if you press [Cancel], they'll give you hints on where to go among other useful tips. This needs to work with only 1 NPC at a time, but with various different NPC's at different points in the game. (Princess Sarah, Cid, Dash, etc.)
Chocobos: These need to be made so that you can only ride once, when you dismount, they run away.
Job Specific Commands: Some Jobs have unique Commands. Such as the Scholar's "Peep" Command, which works like scan;
the Thief's "Steal" Command;
the Geomancer's "Terrain" Command, which works like an elemental attack based on the location you're in, example would be in a volcano, a Geomancer's Terrain Command would cause Fire element damage;
the Dragoon's "Jump" Command, Jump in one turn, come down on the next and deal double damage;
the Karateka's "Build Up" Command, using it puts his defense to 0, but his next attack will do twice the damage, however if you use Build Up twice in a row, defense will only drop by 1/2;
the Magic Knight is a different issue though. He can only use level 1-3 White Magic on the menu and not in battle.
Also, there's the Bard Job. He has 3 commands: "Sing", which is basically attack; "Scare", which has a small chance of making enemies run away, and "Cheer" slightly increases HIT rate for 2 turns.
Screenshots:
http://i12.photobucket.com/albums/a249/Zeldrak/altarcave.png[/img]
http://i12.photobucket.com/albums/a249/Zeldrak/crystalroom.png[/img]
http://i12.photobucket.com/albums/a249/Zeldrak/Ur.png[/img]
Just to make sure I don't get clobbered by Square-Enix about this:
I am not the original author to this. Final Fantasy III, All character designs and story are copyrighted by Square-Enix.