The original idea (which is what some of it does already) is to store game data in a generic way in the style of FF, Dragon Quest, or Wizardry for example (these are all very similar actually) and then the actual implementation of game-specific code is done through scripts. This is hard to explain so imagine in ZC where enemy AI and movement are not hard-coded. You would create an enemy "Octorock on even more crack" that, say, you wanted to shoot 73 fireballs when it died. You set it's attributes to give it more HP or whatever and then edit the script, which might be something like:
I suppose an initial success would be a fully playable and editable FF1 clone based off the PSX and GBA versions. After that then we'll see about more complex event systems and cutscene/scene management. That's the idea.Code:class SuperCracktorock : public Cracktorock { //only need to override the on-death function void OnDeath() { foreach(i to 73) eweapon.create_from_angle(FIREBALL, this.pos, to_radians(i * 5.f)); //or whatever it is.. } };
[edit] In other words; I'm not entirely sure since it's in the design phase so anything could be subject to change at any given time. But yes, I hope it will not resemble rpg maker at all.