Author Topic: Your plans  (Read 1130 times)

xibalba

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Your plans
« on: May 26, 2011, 06:17:33 PM »
Will you use the same sprite types and stat blocks for player characters and enemies?  How feasible is a player versus player mode?  Why not make character size - which determines which sprite type a character uses - part of the stat block so you can have behemoths and suchlike in your party?  Like, the party has 9 slots, and large characters cost 4 slots, medium characters cost 3 slots, and small characters cost 2 slots; so the player can have a party of two large characters (behemoths, for example), three medium characters (I'm thinking Magitek walkers), or four small characters (the standard party size).

In ATB mode, will there be a Wait and Active modes?  A toggle for viewing enemy CT gauges?

What about stats and formulas?  Whatever you're planning, you might be better off hardcoding them for now, just to speed things up until you get a playable demo and attract some attention - and perhaps a few more developers.

And if you don't wanna get a Cease and Desist, you should have a spriting/image design board, so you can make this project with 100% free data.  I'll tell a bunch of my buddies at other sites if you want me to.
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*Tactics Ogre: TKOL - class data and battle data
http://www.verve-fanworks.com/SMF/index.php?topic=300.0

Entroper

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Re: Your plans
« Reply #1 on: May 30, 2011, 07:32:40 PM »
About players and mobs: As far as the battle engine is concerned, they will both be derived from a base class, so any functionality they can share, they will.  I haven't considered putting mobs in your party, but you have to consider the implications of such things, such as gaining experience, leveling, wearing equipment, etc.

PvP isn't planned at all.  I did once consider co-op -- consider, for example, the Phoenix Cave from FF6 where you split your party (or Kefka's lair).  I'm not sure how well that would play out, though, and it would certainly have a major impact on development, so it's not going to be a focus for a while.

ATB will be wait-only in v1, but active will be implemented.  And for hardcoding vs. adding lots of options, it's definitely going to be an iterative development process.  At work, we've been very successful developing small, releaseable units, and I definitely want to keep that methodology.

When we get something testable, I'll definitely open it up to get some talented pixel pushers creating sprites and tilesets.  I think one of the trickiest things to do will be making a completely original quest with a coherent vision that people will actually want to play, as an anchor for the modding community to build on.

xibalba

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Re: Your plans
« Reply #2 on: May 31, 2011, 06:58:20 PM »
What language are you using?
http://biolab.warsworldnews.com/index.php
A SaGa Frontier Hacking Forum

Currently working on:
*Tactics Ogre: TKOL - class data and battle data
http://www.verve-fanworks.com/SMF/index.php?topic=300.0

Entroper

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Re: Your plans
« Reply #3 on: June 06, 2011, 12:12:38 AM »
C++

xibalba

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Re: Your plans
« Reply #4 on: June 06, 2011, 06:48:50 PM »
Will this be linux compatible?
http://biolab.warsworldnews.com/index.php
A SaGa Frontier Hacking Forum

Currently working on:
*Tactics Ogre: TKOL - class data and battle data
http://www.verve-fanworks.com/SMF/index.php?topic=300.0