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Author Topic: Is there a "Zelda Classic" for FF?  (Read 20392 times)

Deathlike2

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Re: Is there a "Zelda Classic" for FF?
« Reply #30 on: January 08, 2008, 05:57:26 PM »
I think you misunderstand me.  I'm saying when I get a pre-emptive strike and start with full ATB meters, the enemies attack before I can choose actions for more than one or two characters.  I don't have a problem with being surprised or back attacked occasionally, but when I get the pre-emptive, I should actually be more effective than when I don't get a pre-emptive, don't you think?

I think I took your previous post as sarcasm (I believe you have no issues, and disagreeing with Pinkpuff at the same time).
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Entroper

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Re: Is there a "Zelda Classic" for FF?
« Reply #31 on: January 08, 2008, 06:05:59 PM »
While we're on back attacks, I was planning to have front and back rows, which FF1 didn't have originally.  I might even add some back-row-OK weapons for the Ninja.  I've thought about giving each class a new ability at class change.  I'd like the Knight to get something better than Cover.  Ninja will get dual wield capability, Master will get Power or Kick.  I have no idea what to give the mages.

Deathlike2

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Re: Is there a "Zelda Classic" for FF?
« Reply #32 on: January 08, 2008, 06:15:00 PM »
For the record, my comment was mostly directed at Pinkpuff.

The Knight gets a bit more magic perhaps? In the form of strength/defense boosting perhaps? The original Ninja never really had problems fighting.. just only as a Thief (weapon/armor selection blows). Mages should get special magic equippable armor since space in FF1 was... pathetic.
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Entroper

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Re: Is there a "Zelda Classic" for FF?
« Reply #33 on: January 08, 2008, 06:21:02 PM »
Most of the equipment is going to be rebalanced anyway, so I'm not worried that class abilities will unbalance things.  I'd like the middle game (Castle of Ordeals and Ice Cave) to be less "difficult" and more "challenging", the endgame to be less easy and more interesting, and the beginning to have much less grinding, especially at Elfland.  I like a lot of what Square did in the FF1/2 remake for GBA (though they messed up a few things too).

One thing I want to do away with is number limitations.  You can have more than 9999 HP or 999 MP and you can do more than 9999 damage.  The sky's the limit.  Somewhat related to this is how I want to handle weaknesses and resistances, but more on that later.  I've gotta go.

Pinkpuff

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Re: Is there a "Zelda Classic" for FF?
« Reply #34 on: January 08, 2008, 07:50:28 PM »
Quote
Heck, the only chance they ever get is when you're underleveled

I'm sorry, but if the monsters only have a chance when you're underlevelled, the monster designers need to sit down and recalculate some stats... it's not a system issue.
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Entroper

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Re: Is there a "Zelda Classic" for FF?
« Reply #35 on: January 09, 2008, 05:20:30 AM »
So with resistance, weakness, absorb, etc., I wanted to use a sliding scale similar to what FF8 did with its junctioning system (don't worry, no GFs and no drawing in my engine).  Basically, equipment effects can be cumulative.  You start with a value of 100 for each element, meaning that you take 100% damage (normal) from that element.  If a piece of armor provides 50% resistance to fire, your fire value is now 50, so you take half damage.  If you wear several pieces of armor that provide resistance, the value keeps decreasing until it goes negative, and then you absorb fire damage.  This opens up the door to all kinds of neat equipment effects, and combining them creatively in your party.  I really liked the mechanics of this system in FF8, but the whole magic draw and junctioning stuff, and the total lack of equipment made it completely uninteresting.

JCE3000GT

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Re: Is there a "Zelda Classic" for FF?
« Reply #36 on: January 09, 2008, 05:54:48 AM »
This should be very awsome if you finish it.  Will you be allowing for 16-24-32 bit graphics?  And how complex are you going to allow the battle engine to be?  FF1 style, FF4 style, FF6 style, or FF7 style?  If you need ideas I'm your man. 

I'll also be making suggestions since I really want to see a proper RPG "maker" engine get developed--I hate RPG Maker. 

some guy named Kryten was making an "FF3PC" (i.e. a replica of FF3us) several years back, but it never got anywhere.  instead, amuse yourself with these lame pictures found on the guy's server:

http://ff3pc.no-ip.com:81/conv/


Errr, I actually was working with Kryten on that project.  Funny to see it on the internet...I'll see if I can locate the CDR with what we were working on.
« Last Edit: January 09, 2008, 06:00:54 AM by JCE3000GT »

Entroper

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Re: Is there a "Zelda Classic" for FF?
« Reply #37 on: January 09, 2008, 06:34:11 AM »
I expect the project to evolve over time if it becomes successful, but to start with, I want to keep the featureset manageable, so that I can actually finish it and release something.  The most important things I want are to keep it as bug-free as possible and as usable as possible.

I'm still working on understanding the map data.  I've got the gist, I just need to play with Hackster a bit more to hammer out all the details, then I can design a map format and rip the maps.

JCE3000GT

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Re: Is there a "Zelda Classic" for FF?
« Reply #38 on: January 09, 2008, 06:57:27 AM »
I expect the project to evolve over time if it becomes successful, but to start with, I want to keep the featureset manageable, so that I can actually finish it and release something.  The most important things I want are to keep it as bug-free as possible and as usable as possible.

I'm still working on understanding the map data.  I've got the gist, I just need to play with Hackster a bit more to hammer out all the details, then I can design a map format and rip the maps.

Disch has a friend by the name of Zanus (if memory serves) who once tried his hand at coding an RPG maker program.  Both he and Disch know how to code a map editor--you should drop them an email.  I was designing the maps for Disch's FFTribute along time ago before he went solo--he coded a fantastic map editor. 

Oh, and in case you want it here's an FF4 overworld tileset I made a while ago.  Its not complete, but its functional enough to play around with.

I was planning on making an FF5 and FF6 one too...

*edit*

Oh I would also suggest making your own topic--or even ask for your own sub forum for your project.  And maybe it would be a good idea like you said to keep it small and manageable.  Stick with FF1 and read the data from the ROM.

My question is are you making this into a Windows PC exe exclusively?  Or could it be ported to the Pocket PC /
Windows mobile.  Or maybe even the PSP?

*edit 2*
Suggestion, I noticed you talking about all the stuff you want to add to FF1--will there be the option to choose the original style as well as the updated (FF Origins) and remixed (your new) styles?
« Last Edit: January 09, 2008, 07:10:35 AM by JCE3000GT »

Entroper

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Re: Is there a "Zelda Classic" for FF?
« Reply #39 on: January 09, 2008, 07:44:31 AM »
I'm developing for Windows, but using OpenGL instead of Direct3D, and I'd like to take a look at using SDL for input and sound.  It should be possible to port to Mac/Linux... I don't know about smaller devices.

I'm not going to do separate Origins and remixed styles, just the original version and the remix (which will incorporate some of the changes from Origins like MP, cheaper spells, no silver swords in Elfland, etc.).  So just the two versions to start with, and if I have the resources, an original, from-scratch demonstration quest.

I'll ask for a forum when I have more to show and talk about. :)

Pinkpuff

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Re: Is there a "Zelda Classic" for FF?
« Reply #40 on: January 09, 2008, 08:46:03 AM »
I added some ocean tiles to JCE's tileset.
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Entroper

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Re: Is there a "Zelda Classic" for FF?
« Reply #41 on: January 09, 2008, 09:02:05 AM »
Thanks for the tiles.  :)

Pinkpuff

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Re: Is there a "Zelda Classic" for FF?
« Reply #42 on: January 09, 2008, 11:56:38 AM »
I can't wait to see this when it's done. I think we'd all have a lot of fun with a "Final Fantasy Maker" program.
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Deathlike2

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Re: Is there a "Zelda Classic" for FF?
« Reply #43 on: January 09, 2008, 12:15:28 PM »
Most of the equipment is going to be rebalanced anyway, so I'm not worried that class abilities will unbalance things.  I'd like the middle game (Castle of Ordeals and Ice Cave) to be less "difficult" and more "challenging", the endgame to be less easy and more interesting, and the beginning to have much less grinding, especially at Elfland.  I like a lot of what Square did in the FF1/2 remake for GBA (though they messed up a few things too).

You mean less insane/imbalanced (Sorcerors), but more appropriately challenging. The FF1 remake made the game significantly more easy than the already buggy FF1.


Quote
One thing I want to do away with is number limitations.  You can have more than 9999 HP or 999 MP and you can do more than 9999 damage.  The sky's the limit.  Somewhat related to this is how I want to handle weaknesses and resistances, but more on that later.  I've gotta go.

Well, there's always the classic algo in multipliers or FF1 extra damage (although, that method is borked for the most part until the Advance version AFAIK, and unfortunately doesn't scale IIRC).

So with resistance, weakness, absorb, etc., I wanted to use a sliding scale similar to what FF8 did with its junctioning system (don't worry, no GFs and no drawing in my engine).  Basically, equipment effects can be cumulative.  You start with a value of 100 for each element, meaning that you take 100% damage (normal) from that element.  If a piece of armor provides 50% resistance to fire, your fire value is now 50, so you take half damage.  If you wear several pieces of armor that provide resistance, the value keeps decreasing until it goes negative, and then you absorb fire damage.  This opens up the door to all kinds of neat equipment effects, and combining them creatively in your party.  I really liked the mechanics of this system in FF8, but the whole magic draw and junctioning stuff, and the total lack of equipment made it completely uninteresting.

I wish I got to play FF8 on PC (then again, that would require its own miracle).  :tongue:

Cumulative equipment could work I guess.. it seems Diablo-like, minus the cap.
Working on the next Yet To Be Named FF4 "Hardtype" Hack Download Latest: v1.48

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Entroper

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Re: Is there a "Zelda Classic" for FF?
« Reply #44 on: January 09, 2008, 02:19:06 PM »
You mean less insane/imbalanced (Sorcerors), but more appropriately challenging.

Precisely.

Quote
Well, there's always the classic algo in multipliers or FF1 extra damage (although, that method is borked for the most part until the Advance version AFAIK, and unfortunately doesn't scale IIRC).

I'm not sure I understand what you're referring to here.  I know the Ninja gets screwed late in the game because his hit% caps at 255, so he no longer gets additional hits.

Quote
Cumulative equipment could work I guess.. it seems Diablo-like, minus the cap.

It is a lot like Diablo, now that you mention it.