Charas-Project
Off-Topic => Archive => Old Game Discussion => Topic started by: Meiscool-2 on January 20, 2006, 03:15:59 AM
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I got bored of mapping for Pact, so I'm taking a break and doinb something I've wanted to try... making a DBS. Thus:
Plot: None
So far, I've made two out of the four characters you will have. Each character will have some special skills that differ them from the others.
Systems: Chargeup/Combo attack
Normal/Defencive/Offencive stances
Character Condition System
Custom run into monsters
Custom Magic Spending/Recovering system
Basically, all I've got is coding, but I just wanted to see people's opinions on this. First, I'll describe each system.
Chargeup/Combo: This is Terence's special skill. By using one turn of chargeup, he can unlease 3-5 attacks the next turn. These attacks have the same attack power as his normal attack, but his normal attack is rather weak. There are 8 different charge ups types for the four elements in the game, and there are a total of 12 different total chargeups. The weapon you have on desides the chargeup you use and the number of strikes you have. The weaker the weapon, the more strikes you get out of it.
Chargeup Example:

Going into water charge mode

Using a charged up Thorton attack.
Stances: This is really basic. Kurin has different stances he can go into:
Normal: Normal stance allows both defencive and offencive skills to be used in a fight. However, in normal, all stats are low.
Offencive: This stance let's you use attack skills with greater damage, as well as increases your speed and attack power, but lessens your defence and doesn't let you use the guard opinion or defencive skills.
Defencive: Exact oppisite of Offencive, this decreases attack and speed, increases defence, and let's you use a stronger version of guard and defencive skills, but you can't use any attack skill.
Examples of the stances:

The top man in red is the defencive stance. Below him is the normal stance, and at the bottom is the offencive stance.
Condition system: This system will be the leading role in strategy desiding in the game. It's sorta like RE, the more damaged you are, the less able you are to fight. Meaning....
If your health is 85-100%, then you'll be in TipTop condition. This makes all your stats doubled, so you go twice as often, do twice as much damage, etc.
If health is 21-84%, you'll have fine condition, meaning you're normal.
If health is 1-20%, you'll have critical condition. This will be the pisser offer, as it halfs your stats. So, if you've only got one guy left and he's critical, you're probally gonna die because it will take twice as long for his meter to fill up to res someone.
Example of Critical:

Every stance and character will have that sorta "kneeling down because they are weak" look, which is normal in most RPGs, but not built in on the DBS.
That's pretty much it for now.
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Could you post a step by step of what your doing? If you have time, that is. Since you're already doing it, it would be great if you could help others by showing your processes.
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Hm... nice job, Meis.
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I dont get it... are you re-creating the DBS, or using it?
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Nice lookin FE chars.
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Originally posted by Desimodontidae
I dont get it... are you re-creating the DBS, or using it?
I think he's just heavily editing it.
EDIT: BTW, do you think I could use that Orc Monster? It's very sweet lookin' and it'd fit perfect for what I need.
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Hmm, I guess no matter whats don't with the DBS, it just doesn't impress me anymore :(. And without a story, this all seems kinda meh to me. Anyway, I think what you are doing with the DBS is still pretty neat though :) The dbs is a good battle system, but if a game is focused on the dbs, to me it'll just seem meh. Thats just how I am though :|
Hopefully you won't spend too long on this, it would be a shame if Pact was put off for too long :p
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Blaze: Sure, that sounds like a good idea.
Dren: Thanks
Asa: I'm using it, but seeing how far I can twist it.
ZeroKirby: Thankyou, not to happy with the lyn --> dude, thing, but they look nice none the less
Dren again: Sure, I'll PM it to you in a jiff
Dragonblaze: I'll agree with that.
Ok, so now I'm making the third character and his special powers.
Meet Gallen. Gallen is a royal knight or something, and he can use both healing magic and attack magic, as well as a spear or lance. More of a paliden I guess you could say. He comes in two main forms, magic mode, and lancer mode.
Lancer: This allows him to attack faster and fight with melee weapons. While in this mode, certin skills that you wouldn't get otherwise are able to be used. Your magic power is low though, and your spells don't have the same effects as they would in magic mode. Your healing spells are unchanged by whichever mode you're in.
Magic: Low attack, and you can't use as heavy of items. However, you gain a small defence boost, and your magic powers skyrocket. Your speed goes down, but can be changed by taking a turn to cast haste. Anyways, in this you lose all spear skills, but still keep a spear on hand for your victory/defending poses, as well as it's cool to look at. Your spells powers increase, and you gain extra spells that you wouldn't normally have. Your weapon attacks also cannot miss your target.
Lancer Idle stance:

Magic Idle stance and current attacking animation (I haven't made the animations yet, so bare with me here)

I haven't quite figured out what his special powers will be, like chargeup and etc, but I'll get em soon enough.
Now, as to stances. Stances/modes/ etc will be changed through the CMS I'll put in if I get far enough into this. There you can choose to have a defencive Kurin and an attacking Gallen, or a Normal Kurin and a magic Gallen. You can also "sorta" change Terence's stance by what items he has equipted, for example: If he has the low lvl wind glove Gatein on, he attacks 5 times durring charge up, and recieves a larger boost to magic then the high lvl glove Biosomic, which can only attack 3 times charged up but has a greater attack power. Thus meaning, if you want Terence to be offencive, you should have the Biosomic on. But, if you charge-up more, or use magic more, you should have the Gatein on.
How I made Gallen: First, I made two job classes, Gallen Spear and Gallen Magic. I put the Gallen magic animations on the Gallen Magic Job, and vice versa. Then, I made a choice to chose which Gallan mode you want to have on you, and when you battle, that's the mode chosen. Simple as that. Making Gallen was really the only hard part.
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Wel am i aloud to use the same name as a game allready licened? _sweat_
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Yes, you are aloud 2 maek a gaem of teh same name. It isn't copyrighted, is it?
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Originally posted by mlake6
Wel am i aloud to use the same name as a game allready licened? _sweat_
Yes you are, but if you take the name of this game, I'll ****ing kill you.
Screw the PM, here's the thingie Dren:
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Alright, Revamp on Gallen:
Gallen is now a royal knight that's good with healing magic and spears/lances/glaives. If he has a spear equipt, it changes his style of attacks.
Lance (Woot! I got all three of them animated!)
Lance will do the most damage of all, and have the more useful skills, but they will be harder to come by. With a lance you will be slower as well.

Spear
The spear is the middle man. This allows you to cause decent damage, use some good skills (Such as sever below, which causes bleeding, which is sorta like Poison) and attack at a decent speed.

Glaive
The glaive is your friend! It's really weak, but it allows you to take turns faster and use more status changing skills rather then damaging skills. This is for the magic user in you, for if you would have him be a mage, then you'll want him to have as much speed as possible.

How I did this: I made three different battle animations/characters, and replaced the weapon on each. Then, I made three different jobs, Gallen Spear, Gallen Glaive, and Gallen Lance, and changed the states on them accordingly. I then made a common event that checked if he's using a spear, lance, or glaive type weapon. If he's using a spear, the common event changes his job to spear and etc. I then made three different skill types, spear skills, lance skills, and glaive skills, and put them on each according job. That way, he can't use spear skills if he's a lancer, but he still has the skills. I then made a few testing skills, and walla.
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Edited sage Erk with Ephraim?
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Originally posted by ZeroKirbyX
Edited sage Erk with Ephraim?
Damnstraight, plus reshading.
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Lookin good, pretty slick with the lancer, glaive, and spear deal. thanks for the monster, too.
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More updates:
Kurin= Finished
Terence= Almost finished
Gallen= Finished
Camrin= Halfway
Yeah.... well, a few new systems. First is the enemy attack system. I made it to where I can show a small animation and movement for when enemies attack. All it is is a shake feature with about half a second of an animation and flash, but it still adds to the game.

If you look, you can see a little thunder barrier around the eye for it's attack. It shakes and flashes too, but that's about it.
New Features:
Energy system. It takes the fun outta magic! Basically, magic has been changed to energy. If you use the basic fight command, it drains energy. If you use a skill, it drains energy. Blah blah.... Now, what happens when you run outta energy? Simple, you get hurt more. When you attack, it damages you, so basically, all you can do are use items and defend if you don't want to take any damage. The damage is 1 15th of your max health, which could get annoying if you let it go for a long time.
Now, you'll regain energy by not battling, like Golden Sun sorta, you walk and regain energy (WTF?).
Pictures:

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i would possibly suggest sorting out the font because its a bit annoying with it squashed together looking good so far, is this going to be a future release or you just having a little fun editing the DBS?
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Originally posted by Shadowless1
i would possibly suggest sorting out the font because its a bit annoying with it squashed together looking good so far, is this going to be a future release or you just having a little fun editing the DBS?
Well, I'm sorta doing both. I'm having fun with it, but actually making a game with it at the same time. The thing about PACT was I pretty much used EVERY possible button already for things, sometimes using a button twice, and I wanted to test other non-ABS related coding ideas, like puzzles and etc.
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Alright, I've made a minor plot, which I don't really feel like posting, but it involves you chosing from one of three sides in the begining of the game. Depending on what side you choose will be how the first third of the game will go, as well as what characters you can and can't use.
Rough army/characyter choice:



If you choose the top, the army rebels/deserters, then you gain the desert intro and use of Kurin's Brother who I haven't yet found a cool name for yet.
If you choose the middle, the largest army of the three, you will gain that intro and use of Camrin's brother, Mathias.
If you choose the bottom, the middle man in army size and power, you will gain that intro and use of the princess's (haven't got a name for the princess either, that's why it still says Camrin) magic teacher, Eugene.
Thus meaning, that if you choose the top, then you will have acess to all Rebel characters, but you won't have the ability to use Mathias or Eugene. Each of these characters has a supiority over the other. Mathias has healing magic, and sword skills that are much alike Camrin's and Gallen's Spear skills. Kurin's Brother can attack twice, which is a very useful power, and because of his high speed, it becomes even more useful. And lastly, Eugene can use highly advanced Magic. Each of these characters will help you in the begining and have high lvls. After you meet up with other characters, they sorta disapear, then come back when your level is expected to be what theres was when they first joined you.
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hey this looks really cool. I was just wondering if you would be fighting the other armies at any point.
BTW are you just finding sprite sheets and editing them into battle charsets?
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I must say, those DBS enhancing skills are killer. Nice Job!
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Sweet, um....Nothing more to say now?
Keep it up and I hope that you finnish this.
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wow thats all I can say....
Actualy I can also say THIS SI AMAZING!
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Originally posted by dinkler
BTW are you just finding sprite sheets and editing them into battle charsets?
Yes and no. Most of them, I edit and reshade before putting them on. Also, I use Battle Animations instead of Battle characters. It's more fluent and you can do more with animations.
Originally posted by dinkler
I was just wondering if you would be fighting the other armies at any point.
Yes indeed. If you choose Kurin, then you'll get into the war very fast. His home is invaded by an enemy army and burned to the ground.
His home: (note that the samuria dude is just a place holder untill someone makes the char set for him)



His home being burninated:



The actual town is about 55X55, but the actual map is 125X55, for when the army invades and you are forced to escape out the alley ways.
Random Battle Screens of the third army:

ZOMG Jenna has teh icy spells!

ZOMG Jenna has teh magiky rapier!
Little game info: Magic will be oddly used in this game. Because energy will be of grave importance, you'll either use wads of energy attacking something phsyically with high magic resistances, or use a wad instantly against a foe with low resistance and high defence. Also, there will only be four elements in the game. Fire, Earth, Wind, and Water. In this, people are either born with the ability to use magic, or not. However, people can be taught Alchemy. Alchemy is combinations of the 4 elements to create unstable matter that acts like magic. These Alchemic elements are: Force, Pure, Holy, Shadow, Spark and Hail. Brief discript:
Force: Hybrid Alchemy of Wind and Earth. It uses gravity to manipulate enemies.
Pure: Water and fire alchemy. Used for healing wounds.
Holy: Fire and earth mix. No, it's not super effective against zombies! It's used to counter the shadow alchemy. When holy alchemy is powerful enough, the fire placement within it can evaporate the water inside shadow strikes
Shadow: Water and earth mix. Vice Versa as holy, powerful shadow can beat holy by blah blah
Spark: Wind and fire mix resulting in displacement of electric charges, hence, a cooler way of saying thunder.
Hail: Wind and water creation. Can either be something such as ice, or a cold wind with snow.
So yeah, thanks for the complements guys
:D
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I'm forced to do a double post because charas only allows 8 screenshots/images per post.... so yeah....
Working on Camrin's First "Dungeon" which is him walking in the forest with his brother. His intro will involve him escorting someone, and they get ambushed. He gets knocked out durring the fight, and awakes not knowing where he is at. Hence, he moves back south to his homeland castle thingie ma gummie.
The forest includes:

Light effects that fade in and out in different directions. That would be why in some screens light rays will be coming from different ends.

The first mini-game. By talking with this guy, he will ask you if you want to pay money to be taken to his secert fishing spot.

Fishing mini-game. This isn't at all like most fishing games, primarally because I'm lazy. In this, fish swim in the water, and you move after then to catch them. If you move, they move away from your general direction at double your speed. Basically meaning, you have to move close to them while they move away, and once you're close enough, wait untill they come up close to you to catch em. You can also hold the "dash" key to move slower in the water and not make the fish scared, thus you can move to them and they won't run.

Very mondane puzzles where you find color stones and place them on flowers to makes vines grow/die
And that would be Camrin's Intro
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Sacred Shite Batman! That desert town is excellent!
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Thanks to ZeroKirbyX, I've finally gotten some of the sprites for the characters, so I don't have to use that gay samuria dude anymore!
I'll start with the third army's intro. The princess (zomg, cliche I know, but it's better to be playing as the princess then some gay dude that goes to save her) is the third army's main hero character. Her story begins with her magic trainer Eugene. Eugene lives on a coastal cliffhanging, nearby a magik-ore deposite for his teachings and work. Just to start it off, he tells you to go find some special ores for him in one of the caves. So... you traverse this big area:





To get to the mines, where one of the greatest puzzles I've ever made resides. By moving magik ores around, you go deeper into the cave to get the ore your teacher requests. However, it's tricky as to how you must move these things around. Example below:

As you can see, in front of the Camrin chara is a glowing (the glow is kinda faint in the shot) ore. By pushing this ore up to the ore that has the green arrow under it (in the begining of the game all important things will be highlighted by one of these arrows), you can proceed with the puzzle. There are 3 ores in this one puzzle, glowing, non-glowing, and dull. Dull ores can't be moved and can only be powered up or broken. Glowing ores can't be broken but can be moved. non-glowing can be moved and broken. By having a glowing ore touch a dull ore, it will power the dull ore up and turn that dull ore into a glowing ore. However, the original glowing ore will turn into a non-glowing ore, like so:

If a non-glowing ore and a dull ore touch, then the magik between them will become unstable and they will both break. Meaing, that in this puzzle, you will have to move things like a crate puzzle, but also have to think about how you will break the "crates" can be broken or powered up so that you can move them and break them. In some places, you'll have to powerup a ore that can't be moved because it's stuck just so that you'll have a non-glowing ore that you can use to break another ore with. It's a very tricky puzzle. However, I make it easy enough to get through, but if you want the treasure chests inside the cave, then it'll get hard for you. Everytime you re-enter the mines, the ore will go back to normal, so you can try as many times as you wish.
In the screenies above, you might notice a weird guy with a ? above his head. These are the games "hunters". Each hunter will take you to a different place if you pay them enough money. The place they take you could be many different things. So far I've got only a few ideas: fishing, bow hunting, and ABS hunting. So far, I've only coded the Fishing. I told you about the fishing before though, so I won't go real far into it, but I've made a few adjustments. First, if you hold shift, you will move greatly slower, but the fish won't run because of your movements. I have a script that makes it to where if your X or Y changes, then the fish move away from you, but by holding shift, you bypass that. When you grab a fish, a short mini-game will start where you have to press enter as fast as you can for 1-2 seconds. Depending on your fishing lvl will be the ammount of time you get, and the ammount of times you have to press enter to catch the fish. If you don't press it enough times, the fish will get out of your hands and swim away. If you do catch it, then you get the fish. You can carry 9 of each fish at once, and I only have 3 so far, but I'll probally up it to 5 or so.
When the mini-game for catching the fish starts, the music will speed up, splashing sounds will be made, and the screen will start to shake, so you'll know when you've grabbed a fish or not.

^ that's what happens everytime you try to catch a grayling when you're at lvl 1... unless you can press it REALLY fast, then I don't know.
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For that fishing mini-game, you should probably put in a code that will still say that the fish got away, even if you press it enough times to catch it. But not every time, just rarely. Because some people can smash enter, and smash enter good.
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Yay! Camrin's hometown, selfexplainable.
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Game's lookin' good.
Love that map.
For that fishing mini-game, you should probably put in a code that will still say that the fish got away, even if you press it enough times to catch it. But not every time, just rarely. Because some people can smash enter, and smash enter good.
But the whole point of button-mashing in games is to make it seem like skill is involved. So people who can tap a button fast translate into good fishers in this minigame.
You shouldn't be penelized for being a good button-masher now should you?
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Does anybody notice that someone lost their purple wig on middle left side of the map?
I think your map skills just comes from putting yourself in this mindset where you just keep embellishing the map, adding and adding and layering and layering, I'm not saying thats a bad thing, your maps look nice in the end.
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Holy Shizz! :o
Nice maps dude, but there a few odd things on your maps. Like the last one seemsto have a staircase going no where and like CWR pointed out, a purple mess of hair with no owner. I love love love the princess map for some reason or another.
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Dren/CWR: That's because I took seperate screenshots and just had them overlap. I really didn't feel like going back and setting the guy's hair back.
As to the stairs, you talking about the ones at the top right, or the ones in the middle that go underground?
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Dude, you could turn that map into a "Where's Waldo" type thing.XD
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Originally posted by ZeroKirbyX
Dude, you could turn that map into a "Where's Waldo" type thing.XD
There's eight of em (one of the eight is cut in half). Find em and I'll give you a cookie.
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I'm waiting... :)
V V V
(Oh yeah looks nice too!)
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Originally posted by ZeroKirbyX
Dude, you could turn that map into a "Where's Waldo" type thing.XD
XD I was thinking that actually.
MIC: The stairs going under ground.
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Originally posted by coasterkrazy
I'm waiting... :)
V V V
(Oh yeah looks nice too!)
Find all eight first, or nine if you count both of the half-bodies as one full person.
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Oh I thought you just meant find the half-body... and I didn't know there were two either.
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Cool looking maps man. Though I have no idea whats going on. XD
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Originally posted by Linkforce
Cool looking maps man. Though I have no idea whats going on. XD
I tried of working so hard on PACT, so I'm taking a really long break. A basic RPG is a lot easier to make then a "zelda ripoff"
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i can only find 7
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Well I found eight purple-haired guys with great camo.
So where is my cookies?
[See attachment.]
And the mapping is great as always, charsets looks ZeroKirbyX made.
Well, maybe some more screenshots? Or even a Demo...
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you found 6 guys and 2 1/2 guys, but you didn't find number 8. But, he's behind the trees, so I'll give it to ya.
There's no demo yet, because A: I haven't gotten ZKX to finish all the guys for me yet. B: Not all animations are complete. C: I'm making Fire Emblem face sets for dialog, and D: Maps are far from complete.
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ZOMG Woot. New snazy stuff.
In answer to the stairs going under ground:

Alright, now, here comes the shoping system. Places will have stores, and those shopping windows will be CSS (maps) rather then the DSS. Shops will sell different things, but more importantly, is how you get money and other items out of shopping. Three ways:
First off, in the begining of each of the games, you'll get some sort of employment. For each battle you have, depending on the enemies, you'll gain Army/Battle/WeverTF I choose to call them, points. By going to a fort under your controll, you can turn these points in for payment. This is the main way to make money.
Second money making way, is to poach, hunt, and trade. Collectors will be stationed throughout the game, and will pay heavy sums of money to people with the item they are looking for. They will often pay 2-5X the ammount that a store would pay. Finding these people and selling them what they want is quicker then battling, but it's hard to find people that want the item you have on stock, and because I'm going to add a weight limit to the number of items you can carry, it's also going to be hard to keep items that people want.
Third, is trading in itself, which I just completed. By talking to random people like this:

Sometimes, they will be a collector, or a trader. If they are a trader, they will ask you if you want to trade. Say yes, and a menu opens:

By pressing SHIFT, you can see information on the item you are trading for:

By pressing enter, you can trade and/or find the requirements of the trade if you don't know the name of each and every item by icon:

By trading, you can collect things for collectors, get stat-increasing items, and find rare accessories. Weapons won't be often seen at traders though.
Also, it's nearly impossible to notice by screens, but that is a CustomTextSystem. To use the FE faces, it looked kind odd with the faces just poping up and the default text box taking .2 seconds to sorta fully appear. So, I just made a picture of what the default text looks like, and changed it so that both the faces and the text box disapear/appear at the same time.
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Well that was an awesome change.
But if you have a thief-kind of person in your party, will you be able to steal from a shop?
Like you walk up to a store, there is 'buy' 'sell' and then 'steal' you chose steal and there is a chance that you succesfully steal something.
But if you fail, they will keep an eye on you and charge more money for the items and pay less for yours.
Hmm...But if you steal to much, they will complain about theivery and say that they have to raise the prices in order to make money again...And it should be able to be solved by buying something that is nearly equal to what you have stolen.
Pretty smart solution to take screen shots and put fe face on top then importing it as a picture, solved the transparenty problem in this case.
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or you could just have main hero cut the shop owners head off and take all of his weapons and money!! :D
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Originally posted by Prpl_Mage
But if you have a thief-kind of person in your party, will you be able to steal from a shop?
Like you walk up to a store, there is 'buy' 'sell' and then 'steal' you chose steal and there is a chance that you succesfully steal something.
But if you fail, they will keep an eye on you and charge more money for the items and pay less for yours.
Hmm...But if you steal to much, they will complain about theivery and say that they have to raise the prices in order to make money again...And it should be able to be solved by buying something that is nearly equal to what you have stolen.
Ya, I was thinking of doing some sorta Fable-ish idea like that. I was also going to incoperate a GoldenSun magic system for while you're on the maps.
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Originally posted by Meiscool
Ya, I was thinking of doing some sorta Fable-ish idea like that. I was also going to incoperate a GoldenSun magic system for while you're on the maps.
Sounds good to me.
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I'm always shocked at how much effort you're willing to put into your games. Very good work, and amazing maps.
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Damn straight. I shall let these screens speak for me for the moment:
"Hi fellas! I'm a homosexual screen that likes butts, but enough about me. I'm here to tell you about Meiscool's new tactics system for his game, which will be included in many places."

"So far, all he has down are the movement opinions, waiting opinions, and set-up for the other opinions (meaning he doesn't have the attacks finished, but he has it set up to where you can still do an attack). By pressing one of these 5 buttons (enter, esc, shift, 0, 1) you will enter a command."
"The commands are:
Enter: Goes into movement mode (as seen above)
Esc: Goes into status viewing mode (not complete)
Shift: Goes into action viewing mode (not complete)
Zero: Goes into Wait mode (ends unit's turn)
One: Retreat mode. (meaning, if your unit is close to death, you can choose to have it retreat from battle istead of it dying)"
"Because Move and Wait are the only fully completed ones, I'm only gonna show you them. When you press enter, you go into the moving mode. By pressing the arrow keys here, you then move the unit. The amount of spaces you can move you have left are shown in the upper right, which will be changed because Meiscool doesn't like that color. When you run out of movement, it will look like this:

"Then, you press enter or Esc (which can be done at any time durring movement) to end the moving mode and save your posistion:

"This here really shows off Meiscool's skillz at making teh uber custom message system. Anyways, you either press yes to save, or no to go back to your spot, in case you make a wrong move or something. If you do that then:

"Yay! You're back where you started! Say you want to have your men wait untill the enemy has moved. Well, just have your character end his own turn by pressing Zero and hitting Yes, just like so:

"You'll notice that in the two screens showing the custom text system, it has a spinning thingie in the middle. That actually spins, which is really cool, because I don't think Meiscool has ever played a game that had a text box that moved (unless he chooses to count BoF and it's dragon tear thing, which I'm sure he won't) . Anyways, to quickly see the difference:


"Hope you guys liked my presentation!"
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Nice...................... FFTA system... eeeeewwww...... face....... needs........... help........
And..... SPINNY!!!!!!!!!!!!!!!!!!!!!!!!!!! WHOO!!!!!!!!!......... Kickass.
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So the main battles wont be FFTa? But you use it when you´r about to siege a fort or something?
Well I agree with Moose, you always spend so much time on your games, and make kickass extras. I envy you...
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Dang!Man I wanted to make a TBS!Well at lease I know it's posable now.
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Meh, the menus need some work, but I'm lazy, and still only meh with photoshop, so I ripped FFTa menus.
I like the face though. The skin might be off, but it suits what the guy is supposed to look like very well.
Anyways, you'll get to employ 5 characters at a time, and hire them as they die, or you can dismember them. Useful units cost more then lesser useful units, and unlike FFT and such, lvling up a unit won't yield much more then what Fire Emblem does, some skills, a job-class increase, and status points.
The classes include (in order from top right, to bottom right, to top middle, all the way to bottom left):
Alchemist: Pretty weak units, but one of few that can attack from a large distance away. When lvled up (the one on the left is lvl 1, the right is lvl2) they can also use healing alchemy.
Fencer: All around ok units. They have higher speed and movement then all other units (at lvl one, which is on the left) . At lvl 2, they can attack twice, but gain no increases in weapon use or other things.
Paladin: Powerful units with hardly any movement. They will cost a large ammount to employ, and have high defence and attack. However, they can't evade worth crap, and have a hard time hitting enemies such as fencers. Lvl 2 paladin (on the right) gains a higher hit %, so at least they get a bettter chance to hit quick enemies, and can move 4 instead of 3 spaces.
Defender: Same as paladin. Cost more to employ, and hit even less. However, they have increased defence compared to a paladin, so if the enemy is a paladin, then a defender is the best unit to send against it. (lvl 1 is on the right, lvl 2 is on the left)
Ranger: All around good unit. Gains the ability to use bows at lvl 2 (on the left) . They are like the fencer, only not as accurate and evasive and more on the offencive side. Cost is low to employ, and will be greatly liked in the begining of the game
Dragoon: Cost to employ is high, purely because they have a move of 4 at lvl one (on the right), and can still attack at range. Unlike Alchemists however, dragoons can actually hold there own in a fight. They probally wouldn't win in a fight to the death between a ranger or fencer, but the fact that you can attack far away first, then they attack you (which in turn you can counter back with), then you attack them far away (so they can't counter), in the end, you'll be the victor. A lvl1 dragoon isn't much, but a lvl2 can easily hold it's own against a lvl2 fencer, even though the fencer can attack twice.
Shinobi: Yay! The ninja! Pretty weak class here, but they almost never miss, and they have a move of 5 at lvl one (to the right) They have high evade too, so they are fit to be sent to attack annoying enemies with low defence, such as an alchemist or a plunderer.
Plunderer: Woot. Theif copy, the lvl 1 (left side) of these basically can't do a thing. They can steal money, as well as items, but as for attacking and gaining exp, not so good. They are a Shinobi copy, only they have a higher evade and lesser hit chance, with far lower attack and slightly higher defence. However, once the Plunderer gains it's second rank, it become a more powerful foe then you would think. It's str and defence recieve a boost like that of the ranger, and it's hit and evade stay the same. More over, it can still move 5, steal, and use axes, swords, and spears. These are the most useful of classes, but only when they are lvled up to the 2nd rank, which is hard to do.
Guard: Cheapest costing class. It's just like the ranger, only higher hit, lesser evade, and higher def instead of str. Rank 2 is to the right
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Still awesome!
But are those all the classes in your game?
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Originally posted by Prpl_Mage
But are those all the classes in your game?
They are all the classes your employed characters can be. Players like Camrin and Mathias will be different classes, and enemies will be different classes as well. This is another thing that makes choice of the first army you join vital. Example:
If your choice is the rebels (kurin) then you'll get Kurin's Brother, who is like a fencer with it's attack twice power, but can also steal.
If your choice is the republic however (princess) then you'll get Eugene, who is like a mega Alchemist.
So ya, 9 emploible classes, but just like FFT, you probally will only use the employed classes untill you get the main characters.
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Originally posted by Meiscool
or you can dismember them.
...EeEeEeeewwwwWWW!!!
disˇmemˇber ( P ) Pronunciation Key (ds-mmbr)
tr.v. disˇmemˇbered, disˇmemˇberˇing, disˇmemˇbers
1.To cut, tear, or pull off the limbs of.
2.To divide into pieces.
At the same time, It'll be kind of cool to tear the limbs off of your friends! :p
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WOOT! XD ROFLCAPTOR!!!1
Good thing I'm not Sion though, or I wouldn't take that as a joke and call you immature.
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New system thingie that you'll all "love" LOL!

I call it the "love system". Basically, certin peoples in the game will be more interactible with then others, and you'll be able to butter them up. Sometimes by just talking with them, other times by bringing them an item they request, by helping them pay a bill, ect. In return, things become avaible. One of the things I love in games are towns you can make on your own, thus, I'm going to have something like that, and the love system will be your main way of getting people to come to your town. Also, by doing this with shop owners, important traders, and NPCs that play major roles, you can unlock rare items and recruits for Tactics mode. You can also get prices lowered by increasing your meter with certin sellers. On the other hand, if they hate you, they my charge double, or not even sell things to you at all. Sorta like Morrowind. If you choose the wrong thing to say to them, you don't gain many chances to say the right thing again, so if you really care about getting someone to love you, you may have to save and restart a few times.
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FFT+AC+FE+FF=Nice.
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Another Map. Please don't mind the paranorma, I knew that would look all fucked up. Also, you might see color differences in areas, that's just the picture overlay I use, nothin' else.
Oh ya, background: Advera Sky City. Built on a cliff, is the head home of the Bowmane family, which is the family Jenna (your third choice man character) belongs too. After doin all that crap on the mountain for Eugene, you go here. Small features include pots you can examine, and if a nearby person is looking at you as you open the pot, you'll get caught, and you'll forfit the item inside the pot. Birds, that, if you click em, they fly away. You'll have to "shoo" a bunch of birds to make one guy like you. And ya... pretty much it. I haven't put a lot of people in yet, just the Bowmane people, whom are blue haired.
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Originally posted by Meiscool
You'll have to "shoot" a bunch of birds to make one guy like you.
Boy what some people do for love.
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I don't mean to bug, but I would really like some opinions on the castle guys, as it is the first time I've used that chipset before.
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the castle doesnt really go with hte rest of the landscape, the castle is a dark colour but the landscape is bright i makes it look like you've stuck the castle there, what im saying is the landscape is too bright and makes the castle stand out bad
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I wonder what the suicide count for that castle is in a month....
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I don't know what else to say. We've all already acknowledged that your mapping skills are absolutely amazing, and I still think so. So the only thing I'm really waiting for now is a demo to experience your awesome-looking stuff. I mean I've seen so many screens of what your coding and mapping looks like, but never actually got to play it. I was waiting a while for Pact, but then you switched to this. So now I'm just waiting for a demo of this.
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Wow, this is very innovative and fun-looking. I look foward to seeing the modified DBS in action, as well as the tactic system. :)