It gets better and better. Did put in critical strike yet?
No critical strike yet, it will be implemented with the custom stats.
EDIT: So i've started working on the Summon action. Any suggestions on what summon and how the summon should act? I'm thinking Ramuh(Thunder) and use Psi Storm effect.
Are you asking which model as in which game? Or are you asking where you're going to find a model for Bahamut? If you're wondering about which game, I like FFX's Bahamut the best, but VII's Regular Bahamut was good too. About where to find them, I haven't the slightest, I don't even know where you'd find an Odin model.
I'm really looking forward to this. I was considering doing a similar, turn-based RPG style game as my first project, but then I saw the work you did and decided to work on something else for a while instead and let you continue to improve this system. Keep up the great work!
I have some questions:
Do you plan on releasing the code for this combat system for public use, so people can use it to make their own turn-based RPGs?
Have you thought about doing anything multiplayer with this? It could be people controlling different characters in just one party, or people having their own separate turn-based fights with their own full party... or others?
Have you worked on any of the other systems for your RPG? Inventory, equipment, items, world map/locale map/battle map system, quests, or other fancy stuff? If so, I'm interested to know more.
I'm really looking forward to this. I was considering doing a similar, turn-based RPG style game as my first project, but then I saw the work you did and decided to work on something else for a while instead and let you continue to improve this system. Keep up the great work!
I have some questions:
Do you plan on releasing the code for this combat system for public use, so people can use it to make their own turn-based RPGs?
Have you thought about doing anything multiplayer with this? It could be people controlling different characters in just one party, or people having their own separate turn-based fights with their own full party... or others?
Have you worked on any of the other systems for your RPG? Inventory, equipment, items, world map/locale map/battle map system, quests, or other fancy stuff? If so, I'm interested to know more.
Have you thought about doing anything multiplayer with this? It could be people controlling different characters in just one party, or people having their own separate turn-based fights with their own full party... or others?
It will not be multiplayer. If someone wants to make it into a multiplayer, that's fine with me.
Have you worked on any of the other systems for your RPG? Inventory, equipment, items, world map/locale map/battle map system, quests, or other fancy stuff? If so, I'm interested to know more.
I am currently working on the world map, which includes all of the above.
All right, cool beans. Yeah, the first "meaty" thing I worked on was an overworld map system. I like what I have, but I look forward to seeing what other people come up with.
Wow, looking through the Project Workplace is a great fun today ;D I am not a big FF-Fan, just played 7 and 8, but i really get the feeling ;) Maybe a little advise: Don't get too FFesque and stick closer to SC2. I would skip the summon-thing, because i think it doesn't really fit into the StarCraft-World to call Bahamot, Doom Train or how they are called ;) Instead work out really cool abilities for your guys (like the jump attack). And make the knockback a little bit shorter ;)
(How have you done the unit highlighting? I'm really interessted in this!)
You wouldn't necessarily need to call the ability summon if you wanted it to be related to starcraft. But I think it would fit in easily for protoss seeing as they warp in most of their units in the first place. Terran units could call for back-up and zerg could do temporary evolution or something like that. But no matter what he does its gonna be like final fantasy if its a turn based rpg based on the final fantasy engine lol.
I've gotta make a request from the get-go. FF7 battles were far more enjoyable than many of the other FF games (esp. 8!! 0.o) because the battles were really fast paced along with having fun special effects w/ every move. I noticed in your second demo video (at the top) there were some more intense effects, but the battle also slowed down.
My request: Do your darndest to keep the action fast paced :) Thank you. And thank you. Thank you for making this. Thank you. Thank you.
Not too sure why I was replied to on that one, but irregardless, it's a good point. FFVIII's battles took way too long.
YES.....I fall asleep in some boss fights in that game. Maybe somthing like FFXIII. (I recently got it only 8 hours in.) I dont mean that kind of battle system but like have different effects going on at the same time. That might speed up gameplay a bit.
Were you being sarcastic? Because I've literally fallen asleep during some boss fights and woken up later to find out I've lost.. lol. But I don't really get your reference to FFXIII's battle system. (I've had that game since release and I still haven't gotten through the 7th chapter. I don't like how it works very much.)
I see what you mean. This is probably what made FFVII so fast paced. You could choose the next attack before it came time for it, and it would overlap ever so slightly with the one before it.
Very very impressive, if you want I'm working on summons, I almost have ifrit done, of course you could change his abilities, but he's basically an orange archon with fire effects an such.
I'm not gonna lie, I was a little indifferent about this until I saw your newest update. Making the unit glow, adding an spell cast scene w/ camera rotation, and all the new stuff has me SOLD. Keep up the good work!
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No critical strike yet, it will be implemented with the custom stats.
EDIT: So i've started working on the Summon action. Any suggestions on what summon and how the summon should act? I'm thinking Ramuh(Thunder) and use Psi Storm effect.
Bahamut with Mega Flare. Maybe using Helion's infernal Flamethrower stacked a couple times so it's thicker? I'm looking for a better beam attack.
Wow! Very very impressive.
What model for bahamut? O.o
Are you asking which model as in which game? Or are you asking where you're going to find a model for Bahamut? If you're wondering about which game, I like FFX's Bahamut the best, but VII's Regular Bahamut was good too. About where to find them, I haven't the slightest, I don't even know where you'd find an Odin model.
I'm really looking forward to this. I was considering doing a similar, turn-based RPG style game as my first project, but then I saw the work you did and decided to work on something else for a while instead and let you continue to improve this system. Keep up the great work!
I have some questions:
Don't forget XP and a leveling system!
Yes, but that won't happen till the final release. The triggering might be hard to understand, it's kinda messy.
It will not be multiplayer. If someone wants to make it into a multiplayer, that's fine with me.
I am currently working on the world map, which includes all of the above.
Single player ftw! Which server do you hail from? North america? If so friends list? <3
Very nice, you surely have mastered editor. I could never dream of something like this.
@Skoite: Go
All right, cool beans. Yeah, the first "meaty" thing I worked on was an overworld map system. I like what I have, but I look forward to seeing what other people come up with.
Wow, looking through the Project Workplace is a great fun today ;D I am not a big FF-Fan, just played 7 and 8, but i really get the feeling ;) Maybe a little advise: Don't get too FFesque and stick closer to SC2. I would skip the summon-thing, because i think it doesn't really fit into the StarCraft-World to call Bahamot, Doom Train or how they are called ;) Instead work out really cool abilities for your guys (like the jump attack). And make the knockback a little bit shorter ;)
(How have you done the unit highlighting? I'm really interessted in this!)
@FBender: Go
You wouldn't necessarily need to call the ability summon if you wanted it to be related to starcraft. But I think it would fit in easily for protoss seeing as they warp in most of their units in the first place. Terran units could call for back-up and zerg could do temporary evolution or something like that. But no matter what he does its gonna be like final fantasy if its a turn based rpg based on the final fantasy engine lol.
I've gotta make a request from the get-go. FF7 battles were far more enjoyable than many of the other FF games (esp. 8!! 0.o) because the battles were really fast paced along with having fun special effects w/ every move. I noticed in your second demo video (at the top) there were some more intense effects, but the battle also slowed down.
My request: Do your darndest to keep the action fast paced :) Thank you. And thank you. Thank you for making this. Thank you. Thank you.
Keep up the good work.
And thank you. 0.o
@SquarelyCircle: Go
Not too sure why I was replied to on that one, but irregardless, it's a good point. FFVIII's battles took way too long.
YES.....I fall asleep in some boss fights in that game. Maybe somthing like FFXIII. (I recently got it only 8 hours in.) I dont mean that kind of battle system but like have different effects going on at the same time. That might speed up gameplay a bit.
@deleted_4447329: Go
Were you being sarcastic? Because I've literally fallen asleep during some boss fights and woken up later to find out I've lost.. lol. But I don't really get your reference to FFXIII's battle system. (I've had that game since release and I still haven't gotten through the 7th chapter. I don't like how it works very much.)
@deleted_4447329: Go
I see what you mean. This is probably what made FFVII so fast paced. You could choose the next attack before it came time for it, and it would overlap ever so slightly with the one before it.
@Skoite: Go
Very very impressive, if you want I'm working on summons, I almost have ifrit done, of course you could change his abilities, but he's basically an orange archon with fire effects an such.
I'm not gonna lie, I was a little indifferent about this until I saw your newest update. Making the unit glow, adding an spell cast scene w/ camera rotation, and all the new stuff has me SOLD. Keep up the good work!