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#1 ywkls

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Posted 01 November 2015 - 10:47 PM

This is a game which is going to take a very, very... very long time to finish. I'm starting it at the same time as my other Zelda projects because I know that completing this one isn't going to happen anytime soon. (I'd say maybe two yeas, if that.)

A while back, I started making games using RPG Maker 3 on the PlayStation 2. This game is based on that one, which was itself based on Final Fantasy 6. This project will not be a recreation of that game in Zelda Classic, so much as a remake.

It already includes a working party system, where you can switch out which character you control and each one will have different items and abilities. Of course, which character will be in your party at any time will depend on the plot.

If there seem to be some similarities between these characters and existing ones in another franchise, that is deliberate.

Here's what I have so far-

Playable Characters-

Brandi Arredorf- a young woman, living in the distant town of Trevalle and the main protagonist. She has a mixed heritage, being part human, part Psi-ber.
Henri Abnis Virago- a young man, traveling the world as a bodyguard for hire. He'd recently been asked to come to Trevalle to take on a job.
Fayn Reij- an amnesiac who wanders into Trevalle one day and is found by Henri.
Kyle Selora- an entrepreneur, who employs Henri on a regular basis. His aid is needed to travel across the world.
Rhea Selora- Kyle's wife and an officer in the military under the king of Virago.
Gary Calandyn- a vagabond, who lost his family to a tragedy a few years before the story begins. He assists our travelers when they run afoul of a group of thieves and joins the group because he believes that they may be able to find a way to restore the ones he loves.

NPCs

Ron Garde Virago- the king of the town/kingdom of Virago and Henri's uncle.
Ian Zerste- once a pilot in the Royal Air Force of Virago, he currently runs a shuttle service taking people around the world.
August Ortalge- an aged scholar, who serves as the chief librarian in the town of Dojiro, with his granddaughter Melony.
Melony Rowan- a renowned painter, raised by her grandfather. She does not know her parents.
Adrian Moloch- a powerful Psi-ber, who is inciting his kind to war against humanity.
Serai Lachesis- the chief military adviser to Adrian, she is ruthless in battle.


General Plot Outline-

After rescuing Fayn Reij, Henri brings him to Trevalle where Brandi soon realizes that he is a Psi-ber. Given the rising tensions between their kind and humanity, she decided to take him and go along with Henri as he journeys to his home town of Virago to carry out an assignment. Upon reaching their destination, they find Henri's uncle missing and the town in an uproar as humans and Psi-bers fight for dominance and the military struggles to retain control.

With the aid of Kyle, they travel to the town of Inkendor to begin their search for Ron. Along the way, Fayn slowly begins to recover and aids them in their quest. Eventually, they rescue Ron; who knows of a way to begin curing Fayn. However, he wants them to do something for him in return and they reluctantly agree.

Their journey takes them to various locations and results in direct conflict with those behind the recent troubles. Various secrets are revealed and tough decisions must be made by the characters. At about the middle of the story, the plot will branch into two depending on your choices up to that point.

Eventually, your characters will be united in their quest to take down those behind the tension that has arisen and save the world from their evil scheme.

Conclusion-

Don't be surprised if you see a number of requests for sprites/ scripts/ music and anything else I can get to make this idea come to life. Most of these details are fairly set, but if there are any recommendations on ways that it can be improved; I'm willing to take them into consideration.


Edited by ywkls, 01 April 2016 - 10:51 PM.

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#2 Mr.Butters

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Posted 02 November 2015 - 11:26 AM

sounds neat


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#3 ywkls

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Posted 06 November 2015 - 06:10 PM

Just a quick progress report... the script for HP/MP has been implemented, to give the characters a random amount of each. This will eventually be designed to increase as they level up. As it stands, when you get hit; that damage is transferred to the party member in question and if your HP drops to zero; they're considered dead and can't act. If all die, then it is game over.

Edit: Okay, I'm having problems with it. It does not work as intended and I don't know why. (Though it does kill you if all character's HP is zero.)

 

The next task will be to implement the party tracking and switching system, probably followed by a method to control leveling them up and then weapons and abilities. So far, everything is going swimmingly...


Edited by ywkls, 07 November 2015 - 09:24 AM.


#4 SyrianBallaS

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Posted 10 November 2015 - 01:17 AM

If you know how to script using C#, I'd suggest Unity for something like this.



#5 ywkls

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Posted 10 November 2015 - 10:07 AM

If you know how to script using C#, I'd suggest Unity for something like this.

 

Never learned C or any of its other languages and I've no idea what Unity is. I've had at least one offer of assistance on coding things and I intend to put it to the best use that I can.

 

At present, some aspects of the code work better than others. I'll be continuing to refine it as time goes on.

 

When I have a working ability system, I'll probably officially release a demo so people can see how it functions.


Edited by ywkls, 10 November 2015 - 11:25 AM.


#6 ywkls

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Posted 26 June 2016 - 03:32 PM

It might seem like this thing is dead, but I assure everyone interested in it that is far from the case.

 

I've mostly been distracted by other things, most notably my Metroid: Origins quest. However, i feel that the tricks I've learned as a result will stand me in good stead as I continue my development of this.

 

One thing that I've been able to do is fix the code that controls the party system where it is possible for one of your characters to die, but you can still play as the other characters. I've also started work on the code that will control items and abilities. Once I have something complete to show off for everyone you can play as, my plan is to release a tech demo showing off those skills as well as how the party system will work in battle and solving puzzles.

 

Most of my work has been having to write the code entirely from scratch, but the recent released of stdWeapons.zh by Alucard648 has my hopes up that I'll be able to learn to use it well enough to adapt for my purposes and rapidly expand the engine that will be running this quest.

 

I'm hoping to have at least that preliminary demo done in a month and I'll update once it becomes available.



#7 ywkls

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Posted 02 August 2016 - 09:56 AM

I expect to begin major development on this (at least script-wise) in the next week or two. (I would have had a demo done by now, if I hadn't gotten sidetracked adding minor stuff to my Metroid quest and waiting for actual testing to be done.)

 

At the moment, what I lack to actually do work on the quest itself is an easily usable tileset. Whilst I have the beginnings of one, it really isn't adequate for all of my needs.

 

So, instead I'll be doing things such as abilities and inventory management. (Switching what items are available depending on who is in your party.) I may also script up a few enemies just for this so I can demo a battle or two. And of course, design the introduction to the game.

 

Updates to this quest should be more frequent from this point on, hopefully.



#8 ywkls

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Posted 06 August 2016 - 12:31 AM

One thing I can tell right away.... adapting Chrono Trigger tiles is much easier than what I was doing. I'm also likely to need the services of a composer at some point, since finding things on VGMusic is spotty at best and I've got zero talent at creating tunes on my own. If anybody would like to do something like that or can suggest a way to find some more music variety, I'd love to hear it.

 

Today I made a rough draft of the title screen (need a better font for that, really) and submitted it to SOTW.

 

Let's see what tomorrow brings, hmm?


Edited by ywkls, 06 August 2016 - 12:31 AM.


#9 ywkls

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Posted 06 August 2016 - 07:39 PM

Today I slapped together an inventory handling and status effects system.

 

I put it that way because experience has shown me that no matter how thoroughly I think through a script, I always miss something and have to go back and edit it later. For now, here's a description of the various characters' special attacks and abilities. i'll be taking suggestions for names for them as well, so feel free to volunteer some.

 

I'll probably be using Tango to accomplish some of this trickery, such as selecting alternate party members.

 

Brandi

 

1. Heal a party member.

2. Hover in midair, avoiding spikes and pits.

3. Heal bad status effects.

4. Attack all enemies for moderate lightning damage.

5. Attack all enemies for heavy non-elemental damage.

 

Henri

 

1. Punch an enemy.

2. Send out a blazing wave of light at an enemy.

3. Increase Physical and Magical attack.

4. Rain down blows on all sides of an enemy.

5. Engulf all enemies with moderate fire damage.

 

Kyle

 

1. Stun an enemy.

2. Reduce an enemy's Physical and Magical defense.

3. Reduce an enemy's MP.

4. Reduce an enemy's HP.

5. Blow away all enemies with moderate wind damage.

 

Rhea

 

1. Increase Magic and Physical defense for a character.

2. Cure all party members.

3. Regenerate HP in a party member.

4. Attack all enemies with moderate ice damage.

5. Attack all enemies with heavy earth damage.

 

Gary

 

1. Special sword attack.

2. Several swift sword attacks.

3. Unseen sword attack.

4. Possible instant kill sword attack.

5. Heavy non-elemental damage to all enemies.

 

Fayn

 

1. Reduce enemy Physical and Magical Attack.

2. Attack and attempt to poison all enemies.

3. Attempts to stop all enemies' movement.

4. Raise a fallen ally with full HP.

5. Heavy non-elemental damage to all enemies.

 

Once I get the inventory system and abilities set up and tested, a demo will be forthcoming.


Edited by ywkls, 06 August 2016 - 07:39 PM.


#10 ywkls

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Posted 20 March 2017 - 12:42 AM

So, uh... it's been a while since I did anything with this. (Have been distracted by Metroid, my actual Zelda quest and new games in the meantime.) The thing I'd like most right now is some suggestions as to sources for my eventual subscreen. I feel once I have something that I can use for that, writing up the script I'd need to create a demo would be rather easy. Something with an RPG feel would be ideal.

 

Also, I was wondering whether anyone had suggestions for graphics to use for the various attacks listed above? I can probably start preliminary work on them without a subscreen. I'd really like to get a demo done by the end of April, but I've been held back on development by the lack of the materials I listed.

 

However, here's a link to the existing scripts.

 

Eternal Elegy Main Scripts

Eternal Elegy Script Shortcuts

 

Most of these aren't entirely finalized, since I'll probably be using a scripted subscreen in the quest itself. Another important question is the type of combat I should employ. Typical ZC style Melee or Turn-based RPG style? While I'd love to do the latter, the amount of work involved is significantly more.

 

Thanks in advance for any suggestions!



#11 Deedee

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Posted 20 March 2017 - 03:31 AM

Most of these aren't entirely finalized, since I'll probably be using a scripted subscreen in the quest itself. Another important question is the type of combat I should employ. Typical ZC style Melee or Turn-based RPG style? While I'd love to do the latter, the amount of work involved is significantly more.

 

Thanks in advance for any suggestions!

What about something along the lines of Chrono Trigger/Final Fantasy, where you fight the enemy in the overworld, have an action meter that slowly fills, and once it's filled you can attack? Maybe have a secondary "movement meter", that fills faster, but is for dodging enemy attacks (for example, press a direction to jump a short distance in that direction (including diagonal directions)), and you need both meters filled to attack?



#12 ywkls

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Posted 20 March 2017 - 08:35 AM

What about something along the lines of Chrono Trigger/Final Fantasy, where you fight the enemy in the overworld, have an action meter that slowly fills, and once it's filled you can attack? Maybe have a secondary "movement meter", that fills faster, but is for dodging enemy attacks (for example, press a direction to jump a short distance in that direction (including diagonal directions)), and you need both meters filled to attack?

This actually isn't a bad idea, though how I'd make it work for a party of three characters isn't clear. Perhaps have it where that instead of being able to switch party members at will, there's a cooldown time (like there is with attacks) so you have to keep moving and dodging attacks (and if you're low on HP, you could die).

 

In fact, the more I think about it; the more this system reminds me of the setup from games like Secret of Mana. (Where you control one character at a time to do specific things, but the others are still onscreen and can be switched to at will.) Since I'm planning a system where you'll have to switch characters for solving puzzles too, that's the aesthetic I'll probably emulate.

 

That also means that the way that the subscreen looks isn't necessarily as important, which will also simplify matters.




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