Alright, I'm moreover, with a partner, programming a game that will either be Java or Flash based. We're probably going to make a 2D game with sprites, but I can attempt to "render" some sprites that are larger than those measly pixel images. The only problem with that is I can never find a base model with the right head-to-body proportions; when I make a model from scratch, it often appears very...distorted.
Anyway, I have a dozen or so sprites, which me and my partner were wanting to sort of incorporate the battle field from Final Fantasy (turns/switching out), Xenosaga (boosting/charging), Sims (outfit swap), and something like WoW or RS (skills such as Herbalism, Agility, Enchanting, etc).
The only downfall is if we use those teeny tiny sprites, the Sims part would be swiped out, but I can enlarge a sprite, and edit it up in GIMP so that it looks cleaner.
In Final Fantasy, as we all know, [most of us] there's item shops with various items, such as weapons: Staves, Nunchuks, Guns, Sword, Bows, the like [save X-2...demon game] and defenses: err...Shield, and from RS Defenders. Item shops has different types of healing potions and mana potions, but also has things that cause damage.
In XII, there's different shops [Magick shop] that sells spells, but instead of selling a spell, I was thinking of something like offering Glyphs or Scrolls.
From Xenosaga, they has the EVS, which I had never seen in a game before--thought that would be neat to put into another game. I'd do the AGWS/ES, but that makes me think of stealing from Gundams/Zoids, so I'll leave that be.
Another thing from Xenosaga I'd like to borrow would be the boost/charge system. Like, let's say that I had Auron and KOS-MOS [palette swaps], and they both had full Fury/Musou/Overdrive/Limit Break/Carnage, if I could boost Auron when using KOS-MOS, I could combine the attack for double the damage; similar to the Special Attack and magic pairing from Xenosaga.
Then of course, as mentioned above, something similar to the Sims, where you could change the outfit after you reached a certain amout of money (or possibly like Jak, after collecting so many orbs), such as unlocking the Gothic/Demonic clothing, or being able to customize what part of the Kimono is what color.
Currency is also a slight problem, such as what it is called, and if the enemies drop it or not. (Rupee, Gold, Muney, Gil...) So is levelling up, but if it's Java/Flash based, I'm not sure if you can level up?
The main and foremost question I should have asked is can you place a save menu/area in Java/Flash games, and it actually saves? We have to store the game on a DVD, which probably means no, but if I could, I could possibly host it on a site before we finalize it for testing by AFers and possibly FFPers.
Sorry this has been so extensive, just thought that some insight would be nice.
I swear to GOD if you're in TSA as well and rip this idea, present it to the judges and make first place, I will personally hunt you down, murder you, and place your head on a spike, and carry it with me everywhere. I am not fearful of letting my Blackfoot Indian heritage just take over.
This has been posted on the following forums:I find my idea stolen, I know which two areas to hunt down first. I really don't want to get complicated with the programming. If even a slight portion of the above is extremely difficult to do with Java/Flash [without anyone being able to possibly teach me how to do it], then feel free to tell me.
We're also using an RPG Maker if we can't exactly get anywhere with Java/Flash. [A trial of that version is found at http://www.yoyogames.com/make ] It's GameMaker7.0
Thank you for your help! I appreciate it greatly!!
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