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Final Fantasy Classic?

82 replies · 162,002 views · Started 16 November 2012

This thread included a poll: What should it be called?

Perhaps, since Final Fantasy Catastrophe got second place, it could be the name for a demo game or something..

Final Fantasy:Catastrophe .. sounds rawr.

Anyway, will the battle sequences pull heavily from script related resources? I had an idea for a Dragoon/Ninja hybrid type class that has a 1/16th to 1/4th (depending on level) chance of starting the battle by landing a jump on one of the enemies.(Kind of similar to how when you're on that big airship in FF3J you get cannon fire at the start of battles.)

Other than that, how will the graphics and in game data be handled? I think part of what contributed to ZC's success was that resources provided for it are able to be handled in a largely internal way. So that all you have to do is load a file and you're ready to design. Are you going to go for something similar here?

I am just as interested as bigjoe in combat-timed event scripting. I take it that there will be some sort of 'turn order' variable, which we could reference with a 'battle' script to determine when an action occurs.

I'm also curious how scripting will be integrated into menu options, such as the ability to script custom !Action commands in the battle menu or the ability to script custom sub-menus in the inventory (I've got an idea for a variant of the FF12 Gambit system that sets up auto-battle flow-logic for each character).

But I'm probably prying at something that hasn't come up yet, so sorry if this is too soon to ask.

You guys hit the nail pretty much on-the-head. I'm not exactly sure how those are going to work since they haven't been designed yet. The best thing to do would be to tell me how they should work, or, how you want them to work.

bigjoe wrote:
Anyway, will the battle sequences pull heavily from script related resources? I had an idea for a Dragoon/Ninja hybrid type class that has a 1/16th to 1/4th (depending on level) chance of starting the battle by landing a jump on one of the enemies.(Kind of similar to how when you're on that big airship in FF3J you get cannon fire at the start of battles.)?

This is exactly the sort of thing that tells me the majority (if not all) of game logic should be scripted. (It's the only true way to ensure 100% of the game can be editable.)

Did this project get abandoned? I understand if it did, but it looked really promising.

We've all just been really busy lately with RL but it's not dead yet. 😊

The most time consuming parts have been adding scripting, making it data-driven, and getting all the FF1 data into usable formats. Unfortunately, none of these things can be played. :\

Projects are not dead unless the desire for them dies, but it's important for people to know these things take time, there are just many things that slow a project down, the obvious being rl. Keep up the good work.

But be wary though, square might not be as favourable as Nintendo, and a FinalFantasy Classic may become a bigger problem than Zeldaclassic.

Gleeok wrote:We've all just been really busy lately with RL but it's not dead yet. 😊

The most time consuming parts have been adding scripting, making it data-driven, and getting all the FF1 data into usable formats. Unfortunately, none of these things can be played. :\

Ah. Sorry, I wasn't meaning to intrude, I just wanted to know if it was a hiatus or a cease.

If this would be like ZC, it would be a true dream. I mean, putting combos onscreen from a sidebar, having lots of editors with text boxes and pull down menus...
But if it requires scripting to make anything else than a FF1 copy, then there's already RPG Maker out there for that. I'd like to create new elements with drop down menus and text boxes (like the enemy editor in ZC), maybe even skipping the usual elements and being creative with my own set, each having enemies weak to, strong to, immune to it, absorbing it, being fully healed or insta-killed by it/them.

I understand if this starts out small and just eventually grows (preferably like ZC in its first 6 years, not so bug-riddenly fast as ZC did since 2006-2007), but what about commands like style, morph, throw, throw money, mime, etc?

This would make certain quests be possible. Certain, that are kinda hard in ZC, like one that would rely on functional party members and arbitrary number of new spells/attacks.

I'd love the name, Final Fantasy Classic, especially to alliterate with Zelda Classic, but SquareEnix do shoot down projects with FF or Chrono in the title... And this is certain.

That's the way to go, albeit more time consuming - but also fun. I've always wanted to make an rpg, just never got into programming until around 2008-09 or so. So far we've actually got a lot done for a spare-time project, and it's still up in the air whether it gets done or not, which, all things considered, aren't particularly bad odds.

If it's you, I suspect it will get done, just a matter of when. You can save a lot of time by starting off of canned software, which tends to be minimalistic enough to allow flexibility, while having the basic framework done, as to save you tons of time. Though for a project like this, canned software may not be an option.

My only qualm with the name, is that it shares an acronym with ZC game objects This makes discussing it on the same forums as Zelda Classic, occasionally confusing.

ZoriaRPG wrote:My only qualm with the name, is that it shares an acronym with ZC game objects This makes discussing it on the same forums as Zelda Classic, occasionally confusing.

It's not the name. There will be no copyrighted materials or references in the engine--there actually never was any. (If I ever finish it, that is) ..FFC is still a good name for a *completely unrelated* fan game and script template though.

Anarchy_Balsac wrote:The Marauder Shields Video Game(only remaining mirror):

http://www.holdtheline.com/resources/marauder-shields-the-video-game.2/

Also this little project in progress:

I kind of just now saw this...years later...but the link is dead. Heh. :P

Okay so where are you with FFC [MENTION=42714]Gleeok[/MENTION]? and on a totally different subject, has anyone put together a mobile player for ZC, so we can download and play people's games on our phones and tablets

[MENTION=40905]KlonoaDreamer[/MENTION] On the topic of a mobile player, I haven't seen anything yet, but I haven't been around for a few years. I did manage to get the old DOS version of 1.90 working on my phone in DOSBox Turbo earlier today ago though. I even got it to stop crashing when Link holds up an item (so far, needs testing on custom quests and stuff to be 100% sure). Better than nothing I guess. I tried 2.10 but it hangs after entering a file name and never comes back. I'll have to see what I can do for that one. 2.10 on the go wouldn't be all that terrible if it worked at a playable speed.

There was something I wanted to mention here: first of all, I have seen multiple versions of FF clones (from 1-V) made on various RPG Maker (mainly 2K3, and VX) and I think they captured the spirit of the games failry well. Much as this project, if completed, will do.

That said, I have to point our my problems with RPG Makers (the ones I have used). They do not seem to implement a common thing in most of the later FF titles, which is the ability to cast certain spells at one or multiple enemies. In most FF games (the first one being the only exception that presently comes to mind), you could cast most elemental-based spells--let's say Blizzara for example--on one single enemy or the entire enemy party, at your option. RPG Maker doesn't seem to allow this--you have to make a separate spell to target multiple enemies, which can really bog down a character's spell list. I have to say that I have not had the opportunity to use VX so I don't know if this feature was implemented in that one.

My other problem with RPG Maker was the difficulty I encountered in trying to use music files from outside the games included files. In some cases the files would not show up on the list at all, and in others, they would show up but not play.

Anyway, just my two cents.