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Author Topic: FF6 Curse of the Gods - full game hack project  (Read 3183 times)

Tenkarider

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FF6 Curse of the Gods - full game hack project
« on: December 18, 2014, 09:21:55 PM »
Long ago, in the name of a meaningless war, countless crimes have been committed. That made upset the gods.

People started to die suddenly, most of the time that happened to veterans from the battlefield. A curse that killed...

...whoever started to kill creatures, human or not: that's what people say. War stopped immediately.

Still the Empire started to make human tests to learn more about the curse... the infamous  .........Curse of the Gods!!!



Beta 0.1 link, only curse feature and few others on vanilla version: (if you missed the other thread)
http://www.mediafire.com/download/39rg8ka7a946kmx/FF6+Curse+of+the+Gods+beta+0.1.rar


Now i can officially declare opened my project #2: FF6 Curse of the Gods. (CotG)
Here's a video which shows the main unique features of this hack:

https://www.youtube.com/watch?v=y1admBd1L-c


After doing Ultimate Czar it's time for something completely new... new in the whole FF6 community, a full game hack with innovative crazy mechanics:

- You'll start with almost HP max, to be more precise the HP your allies would   have at lv 99, without any extra boost;
- Lv ups will decrease HP and MP, instead of increase them;
- Characters will start with low parameters;
- Shops sell stuff at high price;
- Espers will give you some boost, but the higher their power, the faster your HP/MP will decrease;
- The game wants that you power up, so that the curse will consume your allies;
- Sooner or later some of your ally might lose all their HP: he will be basically dead;
- The balance of the game gives you a wide choice: will you escape from the curse, or embrace it at your own risk?
- New battle approach;
- The curse is behind the corner, a wrong choice will expose you even more to the curse;
- New AI/parameters for monsters;
- Items/Equips/relics will be changed;
- New dialogues and some change to the story of the game;
- Misc stuff.












The curse will steal your life, as you'll proceed through the game, the world itself it's agonizing from the pain that the curse brings... items, GP and power lack, combined to the rules of this cruel curse will make you feel the need of being stronger, which means being in contact with the curse... something similar to Breath of Fire V: Dragon Quarter, just to give you a better idea...

But i warned you: don't abuse of power, or the curse will burn your soul...
A Cursed character will be left alive with 0 HP and being able to use only fight command, since the parameters will be drained, basically the charater will turn into a vegetable for the rest of the game: the best idea you can have is to leave him in the airship until the end.
Are you interested to live a completely new FF6 experience?
 

Currently the hack is work in progress, anyway i have ready a beta version(v0.1), which aims to show the main features, and hopefully will be tested from some kind people that might be able to give me some good advice ;)


I'll quickly post a second thread in which i'll release the beta and leave that thread being the place in which to discuss about the beta
« Last Edit: December 21, 2014, 08:45:12 AM by Tenkarider »

JCE3000GT

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Re: FF6 Curse of the Gods - full game hack project
« Reply #1 on: December 19, 2014, 06:58:47 PM »
I don't know about having 0 HP at level ~27.  I would at least have a negatively proportional amount each level up but at some point you'll need to cap it at a set low amount.  250~350 has a good ring to it.  Let your monster stats and AI plus cursed equipment be more of what "curses" your party.  Just a thought. 

Otherwise it's a great idea. 

Tenkarider

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Re: FF6 Curse of the Gods - full game hack project
« Reply #2 on: December 19, 2014, 08:09:43 PM »
It's explained in the video's commentary: those image/clips don't match at all even with the beta, i just loaded a save in WoR in which Terra was able to smash everything and the others were still weak, so that i could make them reach 0 HP in a snap  :laugh:
(that also means that you must start this hack from the very beginning: loading a save from vanilla or another hack will screw the actual parameters!)

You start at ~ 9800 HP and lose 99 HP and 8 MP each level: in this way you'll gonna reach 0 HP at lv 98-99, if you don't use any esper;
Say you use an esper that boosts 100% HP each level, then you'll reach 0 HP after 49-50 levels, since you'll lose 198 HP each level.

Equal boost of HP/MP is a must, or the player will program which are the best levels to use espers or not, like the first levels in which you normally gain + 12, +14, +17.... HP.

Since This is only a 0.1 beta, all you can see is barely nothing... just the main curse feature and few others.
A lot of the hack is already in my head, and yes... i already planned new AI/parameters for monsters... and many other stuff:

Just to say an example: The Paladin shield will work in a bit different way: The old man will give you a shiny Paladin shield, but the curse affects items too: unfortunately that shield will be near to its death, and after 3 battles, it will become a Cursed Shield... forever.

Jorgur

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Re: FF6 Curse of the Gods - full game hack project
« Reply #3 on: December 20, 2014, 06:44:16 AM »
I don't know about having 0 HP at level ~27.  I would at least have a negatively proportional amount each level up but at some point you'll need to cap it at a set low amount.  250~350 has a good ring to it.
How about inversely proportional?
HP =  9999/Level
MP = 999/Level

It would prevent the HP/MP from ever reaching zero, and it would be challenging even at low levels.

Tenkarider

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Re: FF6 Curse of the Gods - full game hack project
« Reply #4 on: December 20, 2014, 08:31:16 AM »
Read my second post...

The point of the hack IS the fear of reaching 0 HP, the curse must work in that way, or my efforts will be pointless.
I have other plans to make it challenging even at low levels. 

yeoldeusrename

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Re: FF6 Curse of the Gods - full game hack project
« Reply #5 on: January 13, 2015, 08:26:04 PM »
It's good to see new development, and this looks creative. Keep up the good work!

Tenkarider

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Re: FF6 Curse of the Gods - full game hack project
« Reply #6 on: January 14, 2015, 05:45:29 PM »
Thanks for cheering me up! :wink:
At the moment i'm fixing some hex code and adding some... meanwhile i'm gathering ideas for the hack.

Tenkarider

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Re: FF6 Curse of the Gods - full game hack project
« Reply #7 on: January 31, 2015, 04:52:09 AM »
Sometime i'll post some feature added to the hack...
(Since the site was down for a while, i'm gonna put a bunch of details)
I just finished to customize all esper lv up bonus, now there will be as bonus/malus:

1) HP - 25%
2) HP - 50%
3) HP - 100%
4) HP - 200%
5) MP - 25%
6) MP - 50%
7) MP - 100%
8) Vigor + 1 & HP - 50%
9) Magic + 1 & HP - 50%
10) Speed + 1 & HP - 50%
11) Stamina + 1 & HP - 50%
12) Vigor + 2 & HP - 100%
13) Magic + 2 & HP - 100%
14) Speed + 2 & HP - 100%
15) Stamina + 2 & HP - 100%
16) Next lv EXP required - 50%
17) HP - 300% & Magic + 2 & bonus 16)

______________________________________

I totally changed the original settings of elements in the game:

Fire -> Fire;
Ice -> Melee;
Lightn. -> Ranged
Poison -> Earth (now the damage of poison status is earth)
Wind -> Wind
Pearl -> Curse (any source that involves the curse)
Earth -> Magic (non-elemental spells, like Flare will have a neutral element)
Water -> Water

And the other elements? They will be a combination of the 4 elements left unchanged... the logic is the same used in Grandia.
In the case you don't know Grandia, here's the scheme:

Fire + Wind -> Lightning (storms aren't counted as lightning)
Fire + Earth -> Explosion (lava, bursts, meteors)
Wind + Water -> Blizzard (ice, storms)
Earth + Water -> Forest (actual poison spells nature, only the status is linked to earth, or it would become annoying to handle...)

That's why i need to change the priority of elemental damage modifiers, besides Holy damage will be forced to have a weird type or being no elemental, unless i manage to assign a greater priority to "no change" for elemental damage...
If that will happen, then Holy will have all the 4 primary elements: it will double its damage quite easily, and it will be very hard to block.
Why all four elements?
Because this guy combines them to create the holy sword Kita Kita!



_______________________________________


Changes for status imp:

Kappa -> Curse(one of the many shapes)
Imp -> Hex(spell's name)

For allies:


Portrait image:


For enemies:


Yup, the size will be 4 times bigger than that ugly kappa monster model... and not only that: will still be a bad status for the enemy?

LightPhoenix

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Re: FF6 Curse of the Gods - full game hack project
« Reply #8 on: January 31, 2015, 06:17:58 PM »
As it stands, there are a number of characters that don't really gain much benefit from equipping Espers at all.  How do you plan to ensure that the player will want to equip espers?

Tenkarider

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Re: FF6 Curse of the Gods - full game hack project
« Reply #9 on: January 31, 2015, 11:37:20 PM »
Clearly i didn't mention at all which esper will have which boost, also i didn't specified which spells you can obtain from them.
While i still have to decide that, i can tell you for sure that what will make the player want to equip espers will be... necessity.
I mean, what happens when you have a significant lack of resources? You start to use what was appearently useless before; When you start with awful parameters, then you'd like to boost them; travelling without spells is a bad idea, why not learning some? 100 AP won't last very much, and the player will be able to rid off the esper before he starts to gain too much levels? Fine, now the cap of learning spell % is 255(already implemented), weak spells will have an higher learning spell rate, so that powerful spells will be penalized.
Dealing with negative status? Some of them won't be anymore blockable with equips, items won't fall from the sky, get ready to learn Remedy and Life; "hahaha, do what you want, i have Crossbow and high level, so i'll kill any enemy i'll met!" ? Perfect, ignore defense flag will lose its effect... get ready to boost your parameters and do some real formula damage, or your attacks will risk to become quite weak against stronger enemies.

In other words: There are infinite ways to convince the player to use espers, some are already applied, others are just ideas that i may or may not apply or modify, etc...
A curse wouldn't be really much dangerous, if it's not able to allure the target, right?

Tenkarider

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Re: FF6 Curse of the Gods - full game hack project
« Reply #10 on: February 06, 2015, 01:10:04 AM »
Changed some esper and other esper's related detail.

Btw you can expect that you'll have to earn ALL the espers... i mean defeat them in battle, besides you'll meet even dark espers... like in FFX.
So there will be about 40 extra boss fights... if we count only extra espers.

Tenkarider

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Re: FF6 Curse of the Gods - full game hack project
« Reply #11 on: April 01, 2015, 11:58:37 AM »
For the first time ever in FF6...
did you ever wanted to cross mountains with a green chocobo, or oceans with a blue chocobo, like in FF7 or others? Well, that will definitively happen in my CotG hack, take a look:

https://www.youtube.com/watch?v=NTOKzcu8jjk
(for whatever reason it won't show as video preview)

That will also mean custom new WoB and WoR worldmaps, we don't want to break the game, reaching places that we shouldn't be able to reach, until a certain point, right?
Still prepare to search for places that you'll be able to reach only with them, and not the airship, like a forest surrounded from mountains, or a lonely island, with only desert tiles.

LightPhoenix

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Re: FF6 Curse of the Gods - full game hack project
« Reply #12 on: April 04, 2015, 06:28:48 PM »
Very cool!

For the sprite, do you just adjust all the colors towards green/blue?  The sprites look a little muddy to me.  Does the riden chocobo on the world map retain the black outline?  That might help somewhat.  Also, I know they're depicted differently in different games, but I like the FF7 style where they still have yellow beaks and brown legs.  It makes the sprite a little more interesting color-wise.  That's a personal preference though.

Tenkarider

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Re: FF6 Curse of the Gods - full game hack project
« Reply #13 on: April 04, 2015, 08:31:11 PM »
Yeah, i did in that way, maybe i might obtain a slightly better result... but i cannot ask too much to the game.

Bahamut ZERO

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Re: FF6 Curse of the Gods - full game hack project
« Reply #14 on: April 26, 2015, 02:43:46 PM »
Wow, this is shaping up to be some pretty extreme stuff. Keep up this epic progress!
I update my graphics thread on almost a daily basis, so keep an eye out for new stuff!