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I am working on a FFI PC Remake...
Hey folks.. Thanks for taking the time to read my post. I'm currently writing a Final Fantasy I PC Remake.. I'm using all of the original graphics from the NES for starters, and I'm sticking to the original layout of the game, so this is for PURISTS ONLY!! ;)
While I AM using the RPG Maker 2003 to produce it, I have found many, many ways to overcome its limitations--so don't worry--this will be quite accurate!
I expect the project to take a little while, as I'm paying close attention to detail (ie. exact monster formations, exact positions and probability of each encounter, etc..)
So far, I have the following completed:
*Character selection (at beginning of game)
*All 128 monsters (actually 124, but fiends go twice)
*Additional monster added: "Bikke" (other sidequests to come later)
*All monster layouts finished (539 possible combinations)
*World Map--believe me, this took a while!
*Magic system (spells are purchased, organized by level, etc...)
*Canoe works perfectly, airship works perfectly, and ship only docks at ports (or rivers w/ canoe)!
*4 orbs light correctly
*Menu music works
*Scrolling opening titles (new...)
I am including a few screenshots of the project as it stands now ...
I will keep you posted as I near completion of this game.. I'll need people to test it, so I hope I can find some willing participants here! Lemme know what you think ;)
Answers to questions... and a question of my own!
Quote:
Originally Posted by Dark_Paladin_Cecil
Quite an undertaking, but it looks as though you've accomplished quite a bit. I'm free to try some testing if you need it. Out of curiosity, why did you go with FFIII battle sprites?
Quote:
Originally Posted by Azar
Are you doing this for fun? If it's for another reason, ya know, it's been done before...Even so, how much you've accomplished with RPG Maker is impressive.
WOW! I'm amazed that 3 people have responded to my post so far... It's only been up for a couple of hours. To answer both of your questions:
(1) I'm remaking Final Fantasy I for the PC because I always thought it would be great if the same options were available in FF1 that are available in the later FF games (ie. summons, more sidequests, job system, etc). Once I have the game accurately remade, I can then go back and add things, which will (of course) be optional for gameplay.
One idea that ran across my mind was an additional sidequest from Bahamut, in which you will get a key to a secret dungeon, leading to a dark world, full of all kinds of new things!
(2) I chose the FF3 sprites (I also used FF3 map sprites) because I plan to add additional *secret* classes in the new 'dark world', and I want them to be uniform--No tiny heads and bigger bodies as in the original!
Therefore the sprites for the original classes are as follows:
Fighter (FF1)
Thief (FF3)
Bl.Belt (changed to Monk--FF3)
Red Mage (FF1)
Bl.Mage (FF1)
Wh.Mage (FF1)
Knight (FF3)
Ninja (FF3)
Master (or Karateka--FF3)
Red Wizard (FF3--and yes, there IS a difference!!)
Bl.Wizard (FF3 Warlock)
Wh.Wizard (FF3 Shaman)
I will probably draw up some new sprites as well...
Thanks for your interest!
**MY QUESTION: Azar--when you say 'it's been done,' are you referring to the official remakes, or a fan remake? If it is a fan remake, do you have a link or something? I have been looking for one for a long time!**
I am working on that right now!! ;)
Quote:
Originally Posted by udsuna
Hell, if you're using the RPG2K3 engine, I could help you SCRIPT it a little. I don't know if you're aware of this, but a huge tip about overworld battles: there are only 8(if I remember correctly) encounter squares. Which explains that little area that has trolls that you can get to before the canal is made, if you remember. That strip of land extended into the same square that covers the Cresent area.
It just so happens that the overworld encounters are exactly the part of the game I am working on this minute! Actually, there are 64 encounter squares--8x8. However, many of them share the same monster groups, and I am using a world map and 16x16-pixel-tile grid to mark the regions off.. I have already got the troll spot and the giant/frost wolf/occasional tyro spot taken care of...
The way each region (and each dungeon floor)'s monsters are liad out is as follows:
4 groups that appear 12/64 times each,
2 groups that appear 6/64 times each,
1 group that appears 3/64 times,
and 1 group that appears 1/64 times... 4(12)+2(6)+3+1=64 ;)
If you WOULD like credit for helping me, you could work ahead and jot down the dialogues from every person/bat/broom/etc... in each town and dungeon throughout the game (these change periodically with events--ie. Dr. Unne, Sky Warrior bats, etc)...
Write me at djtrixen@yahoo.co.uk (my posting e-mail) and I will give you my personal e-mail as long as you do not give it to anyone else.
Anyhow, here's an update on what I've just finished:
*RUN battle command (Certain monsters do not allow you to run, and those that do are now based on party's average level, and probability, of course).
*Oasis (Desert patch near Onrac) now allows airship landing (as it is supposed to), while still selling the "Bottle" item (those of you who know RPG Maker will recall that typically the airship CANNOT land on events).
I plan to work on the Experience curve next--this is rather complicated and will take a while, but I managed to do it for my Dragon Warrior remake, so I will manage it here as well.
Thanks for your interest, folks! ;) Knowing people are interested in this motivates me to keep working on it!!