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Since I'm thinking of starting college soon, I'm starting my project over.

Yep. At last, some motivation. After senior project, I kinda stopped and just went back to playing games again. But since I want to get into gaming for my career, I may be starting college soon, so I decided to start back up here. As a result, you may be seeing me here more, now.

Well, here's the overview. It may sound a little RPG cliched at first, but I'm trying to get my own ideas in. Basically, you're Ognar (name is subject to change). He's a typical guy who just likes sparring, video games, and living a free life. It's several thousand years after the Magic War (my friend recognized this as an FFVI element, lol. I might tweak it a little so it doesn't come off as the same thing we've seen since that game in '95), and it starts off with Ognar and his friend sparring in the woods. They check them out, and ghosts appear (this will be explained later. I intend to have a decent, Liquid Snake-esque explanation as to why a lot of things in the game happen). Anywho, they get separated, and the adventure begins.

I don't want to give away all the plot, so that's just the prologue for you. I intend to use various game music, especially Castlevania tracks, among others (Mega Man, Final Fantasy, Valkyrie Profile, etc.) since it has the best music of all gaming (in my honest opinion). But I've been thinking, though. Is there any way to make the battle system interesting? I mean, if not, then that's okay. I was thinking of an alternative to use Game Maker and make it an Action RPG or something, but then again, it might be more complex. But one reason I stopped last time was because I got stuck. Two things bother me; using switches and calculating damage. For the latter, I was thinking of a simple system like Super Mario RPG, Pokemon, or even Paper Mario. I'm no mathematician, so it's hard for me to register all that. For switches, somehow or another, I end up screwing it up somehow. I'm gonna start using variables and see how that works. But I plan on using a lot of cutscenes involving character movement. Any tips on that?

Sorry for the wall of text. I tried to break it up into paragraphs.
 

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