The intent of this mod is to create a stable, simple RPG based on Final Fantasy I (with influences from other games in the Final Fantasy series, manly III, V, Dimensions, and Dissidia). This thread is currently being reorganized. To add: Bows from 2, 3, and 5. Bells from 5. Harps from 5. Shurikens from 5. Rods from 5. Scythes from 5. Maces from 5. Spears from 3/5. Common special weapons from other games in the series. Extrapolation of existing materials (e.g. Mythril Nunchuku). Summary of Parts (Move your mouse to reveal the content) Summary of Parts (open) Summary of Parts (close) Part 1: The Rescue of Princess Sarah (Move your mouse to reveal the content) Part 1: The Rescue of Princess Sarah (open) Part 1: The Rescue of Princess Sarah (close) Locations: Corneria, Corneria Castle, The Chaos Shrine Enemies: Goblin, Goblin Guard, Crazy Horse, Wolf, Zombie, Ghoul, Skeleton, Carrion Crawler, Black Spider Bosses: Garland (a tile colliding 'bot' type boss). Discord Incarnate is an alternate version of Garland that can be summoned at the Chaos Shrine; it is harder than Garland, but has the same drops as Garland (the idea is to let you farm his gear). Armor Sets: Leather Clothes, Leather Armor, Bronze Armor, Bronze Heavy Armor, Iron Armor, Iron Heavy Armor, Goblin Cloak, Goblin Guard Cloak, Garland's Set, White Mage's Set, Black Mage's Set, Thief's Clothes Jobs: Warrior, Thief, White Mage, Black Mage Part 2: The Sea Opens (Move your mouse to reveal the content) Part 2: The Sea Opens (open) Part 2: The Sea Opens (close) Locations: The Drawbridge, Matoya's Cave, Pravoka, Bikke's Ship Part 3: The Curse of the Elf Prince (Move your mouse to reveal the content) Part 3: The Curse of the Elf Prince (open) Part 3: The Curse of the Elf Prince (close) Locations: Elfheim, Elven Castle, Western Keep, Mount Duergar Part 4: The Earth Crystal (Move your mouse to reveal the content) Part 4: The Earth Crystal (open) Part 4: The Earth Crystal (close) Locations: Cavern of Earth, Crystal Lake, Giant's Cave, Marsh Cave, Melmond, Sage's Cave Part 5: The Fire Crystal (Move your mouse to reveal the content) Part 5: The Fire Crystal (open) Part 5: The Fire Crystal (close) Locations: Mount Gulag Part 6: Interlude: Courage and Strength (Move your mouse to reveal the content) Part 6: Interlude: Courage and Strength (open) Part 6: Interlude: Courage and Strength (close) Locations: Cardia Islands, Citadel of Trials Part 7: The Water Crystal (Move your mouse to reveal the content) Part 7: The Water Crystal (open) Part 7: The Water Crystal (close) Locations: Caravan, Gaia, Onrac, Sunken Shrine Part 8: The Air Crystal (Move your mouse to reveal the content) Part 8: The Air Crystal (open) Part 8: The Air Crystal (close) Locations: Flying Fortress, Ice Cave, Lufenia, Mirage Tower, The Desert, Waterfall Cavern Part 9: The Final Conflict (Move your mouse to reveal the content) Part 9: The Final Conflict (open) Part 9: The Final Conflict (close) Locations: The Chaos Shrine 2000 years ago Credits Spoiler (Move your mouse to the spoiler area to reveal the content) Show Spoiler Hide Spoiler Currently using Yoraiz0r's EasyDraw function to achieve this. Will try my hand at original code (as it is good to understand code used fully). Big thanks to Yoraiz0r for helping me with the Draw methods and for quashing a bug that was preventing me from realizing this function. I've used Ominr's robes and cloaks as the basis for some of my female NPC dresses and for useable robes and cloaks. I'm new to this community, but it seems like this sort of modification with attribution is considered kosher? If not, I can rework them... Will contact people for permissions before actually posting elements of the mod.
Looks good, can't wait to see how you handle spells and actual game mechanics. Also.... Summoner plox! (I know, Summoner wasn't in FF1... /sad day)
Updated information on the job system and accessories. In terms of progress, I have ironed out the kinks of the accessory system (aside from the issue of unequiping items that player is no longer allowed to equip). Finished some more NPCs. Been experimenting with biomes. Did a bunch of black magic. Thanks! It will probably need a lot of play testing for balance (once it is done, that is). Spells right now are set up as tomes. The attack spells are easy and already done; elements will do different damage to different enemy types (this isn't done yet, but I have set this up for weapons so it shouldn't be an issue). Focus will be a debuff that lowers enemy defense while sleep knocks them unconscious, makes them emit Zs, and wakes up when they are attacked. Ideally, I want to write a custom interface. I don't have any experience with this yet, however. If I can manage it, I want spells to take up an entire row of your inventory (so, a row that cannot have anything but magic=True items in it), that has associated hotkeys. Summoner would be cool, I'll figure out the viability of that class once I get into AI more deeply. Summoner was in my other favorite FF (FFV!), and it fits the 'classic' FF universe (IMHO). It is just a matter of implementation.
Definitely wanna see this being released and popular-fied , I'm up to help on whatever you need ^_~ The graphical accessories thing makes me want to re-write my 'visible accessories' mod , it had extra accessory slots for visual stuff.
Put up the other Garland video I did to demonstrate his AI. Put up a picture of some tiles I've done for the Chaos Shrine ruins (where Garland is fought).
Bumping as I put up some more sprites and info. I have the chaos shrine being generated properly, I just need to embellish it. ChaosShrineMod will be up hopefully tomorrow (Garland, his gear, and the arena you fight him in).
These were taken down as part of my reorganization. I keep getting close to releasing him, but then I find a way to improve the AI routine. These are all pretty out of date already, and he is much more formidable and well implemented at the moment.