BlitzKrieg Innovations > General Discussion & Support
Final Fantasy 2.0
JCE3000GT:
More details to come when I have the time. Basically this makes the original game much easier to play and adds some different stuff to keep it at least semi-interesting.
What's done and planned so far:
2.0 Change log 10/29/2009 @ 1:51AM
-Changed font to FF2us
-Changed treasure chest graphics to FF4
-Changed a few graphic tiles
-Edited the scrolling speed of the opening prologue
-Increase the walking speed by 2x
-Increased the menu opening and closing speed as well as removed the sound effect
-Renamed all items
-Tweaked some misc magic and hit data
-Changed the number of A+B button presses to get to the ship game and increased the winnings
To do list:
-Tweak item costs
-Tweak starting gold
-Tweak monster exp/gp amounts
-Tweak item shops
-Redo 90% of treasure chest contents
-Alter monster formations
-Edit some monsters
-Edit the item stats (aka overhaul)
-Tweak some dungeon/cave maps' design
-Make bosses harder (just guess how hard Chaos is going to be!)
-Tweak all character class stats to balance (the Thief will not suck!)
-Add at least one mini-boss per dungeon (could change)
Jorgur:
This sounds promising. I have some comments though.
- When you say "easier to play", do you mean lower difficulty, or enhanced interface? (Or something else ?)
- Is it really necessary to double the movement speed? I mean, the game is all about the dungeons, where a few missteps can cost you your life...
- I would be careful about balancing the different classes. I believe total perfectionist balance has a tendency to degrade games (just look at TF2).
In FF1, the difference in power between the classes isn't really that big a deal, since you only get to choose classes in the very beginning. After that, you just have to make best use of what you have. Everyone knows Fighter is overly strong, yet people never start out with 4 of them anyway. It is much more common to choose a party suitable for your skill level, so the game's difficulty will be adjusted towards that. With total balance, challenges like White Mage SCC wouldn't be any fun at all.
I'd suggest keeping the classes at differing power levels. Weaker classes can be given other abilities to make up for it - such as higher HP growth or the ability to escape easier (you'll need to fix the Flee bug for this). Then again, maybe that is what you had in mind?
I also suggest you:
- Fix all known bugs
- Make all the different character stats useful in some way
Other than that, this looks to become a good hack.
I.S.T.:
http://www.gamefaqs.com/boards/genmessage.php?board=522595&topic=45575058
http://www.gamefaqs.com/boards/genmessage.php?board=522595&topic=41701255
http://www.romhacking.net/?category=&Platform=1&game=561&author=&perpage=20&page=documents&level=&docsearch=Go&title=&desc=
These will all help you.
JCE3000GT:
--- Quote from: Jorgur on October 29, 2009, 07:41:39 AM ---This sounds promising. I have some comments though.
- When you say "easier to play", do you mean lower difficulty, or enhanced interface? (Or something else ?)
- Is it really necessary to double the movement speed? I mean, the game is all about the dungeons, where a few missteps can cost you your life...
- I would be careful about balancing the different classes. I believe total perfectionist balance has a tendency to degrade games (just look at TF2).
In FF1, the difference in power between the classes isn't really that big a deal, since you only get to choose classes in the very beginning. After that, you just have to make best use of what you have. Everyone knows Fighter is overly strong, yet people never start out with 4 of them anyway. It is much more common to choose a party suitable for your skill level, so the game's difficulty will be adjusted towards that. With total balance, challenges like White Mage SCC wouldn't be any fun at all.
I'd suggest keeping the classes at differing power levels. Weaker classes can be given other abilities to make up for it - such as higher HP growth or the ability to escape easier (you'll need to fix the Flee bug for this). Then again, maybe that is what you had in mind?
I also suggest you:
- Fix all known bugs
- Make all the different character stats useful in some way
Other than that, this looks to become a good hack.
--- End quote ---
Easier to play as in the interface tweaks makes it not so cumbersome just opening a chat window. Walking is increased because it just needs to be now that we are used to the dash button in later games. The difficulty might be mostly increased in the majority of the game.
Some things need to be tweaked with the classes... The Thief is useless, the Red Mage is overpowered and the Black Belt is just way too overpowered.
I would love to fix the bugs! I am going to try my damnedest to make each class worth choosing, but if you choose 4 you are screwed for doing it. No more 4 Fighter parties walking through the game bulldozing everything. lol
--- Quote from: I.S.T. on October 29, 2009, 02:45:49 PM ---http://www.gamefaqs.com/boards/genmessage.php?board=522595&topic=45575058
http://www.gamefaqs.com/boards/genmessage.php?board=522595&topic=41701255
http://www.romhacking.net/?category=&Platform=1&game=561&author=&perpage=20&page=documents&level=&docsearch=Go&title=&desc=
These will all help you.
--- End quote ---
Awsome! Thanks!
I also need help with making the overworld graphics better. I love the trees and mountains of FF2 or FF3 but cannot seem to get them to work right.
I hope to have this quickly complete before the end of the year. Then I'll finish MQHT.
I don't quite understand where this is:
Unfortunately, I’m not good enough with hex editing to manually construct a patch that is short and simple enough to merit posting (adding in this tile phase-shifts a LOT of code), but this tile can easily be placed in the TOFR 1F using FFHackster (it’s the fifth tile down from the top to the far left on the tileset visual). If you’re at all interested in utilizing this tile, I would recommend placing it on the same spot your characters enter the TOFR, in the middle of the four statues.
Dragonsbrethren:
Yeah, inserting a single tile will shift the entire map thanks to the RLE. You could always make an xdelta patch; they're able to move data without replicating it in the patch.
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