The latest public demo of TGC is in the DQPD: The link in my signature (The Golden Cenotaph) will whisk you away to it.
Try to keep in mind that this is a very early release of the game, and my initial objective was item scripts; it does use a rudimentary level system, but nothing as complex at this one, and I have yet to script the majority of enemies, and bosses, or implement the JRPG menus, or lots of planned features as of that demo version.
I think that, in the end, it will play like a mash-up of Wizardry, Chrystalis, and Secret of Mana; assuming that makes sense.
I may end up renaming parts of the present overworld, but it is only one area. I plan to have several planets in the game, separated by space; with the ability to steal a space-ship as part of the story. FOr that, I will be including an entirely different, type of interface. 
I plan to have at least one 'space' DMAP, where the Link sprite becomes a space-ship FFC, acting like a shooter. If I can use smooth scrolling for this, it will be even more fantastic.
I was hoping to use your Z3 scrolling script for Delves, as they don't involve combat. Do you know if any FFCs work in your scrolling demo script? I know that built-in enemies won't work, but I was hoping that FFCs, including NPCs (conversational/merchants), and possibly ghosted FFC enemies might, because it would be really neat, and I could vastly improve design, if I could use 2x2 screen segments, instead of single screens.
The overworld is in a way, planned to be similar to FF/DQ, with areas not drawn to scale. battles will be like Zelda/Crystalis, but walking into a village/city/site, will open a new DMAP. It's a pretty big undertaking, to be sure; especially as I have no active assistants.
For Arrays
My number one use for arrays, will be skill checks, assuming that i can use them as intended. I would like many items to have three discreet 'levels', for instance: WHen you get an item, either it does not work, or does not work at its full potential. making a lore check, to identify it, unlocks abilities. I can handle that easily enough with a series of globals, but it would need many globals for the gigantic inventory list in the game. Beyond that, I was hoping to include a 'item mastery' skill level, that unlocks further abilities.
I'm not certain at that the best way to do this is going to be, but I assume that as long as the base function driving the use of skill checks passes information to other functions, using arrays, that I can avoid globals. Tracking item usage may be tricky though, as i would need to call the function that levels up items, from the item's use script, and pass an update through to the functions that govern that item, which will need to be in the main while loop. Still a lot to do here, but if you didn;t know, I'm an RPG author, so what I am doing here is turning one of my original stories, combined with science-fiction, and fantasy trope, using similar mechanics to one of my actual RPG systems.
One thing that I am hoping to find a way to accomplish is to replace all damage/power ratings, when dealing damage to enemies , or to 'Link', with a command set, running in the active loop, that ignores the pre-set damage, and replaces it with 'rolled damage'. If I could programme LW_SWORD, LW_WAND, and LW_HAMMER< as LWeapons, it would have a lot of headaches in making this work; but as I can't do that, I need to find a way to replace the damage done with these items, without using different LW_Types for them.
My other option is to script every enemy in the game. :/
Inventory management
Does anyone else like the idea of coins having different sizes? In my set-up, a 100 Dsari coin would be the same size as a 1-Dsari coin, whereas a 500-Dsari coin would be the same size as a 5-Dsari coin. The larger coins, therefore do not always mean larger value, compared to other coins; and currency can be of any denomination, but is always the same relative size. This is logical, but I don't know how others will feel about it. Crystal Dsari discs have mucb larger values, but are the some size as normal Dsari. Thus, the player can accrue a lot of wealth, to carry around, if they pay attention to free wallet, and free pocket space.
Pockets, and packs, will also contain some small, essential items, such a a knife, some mystical objects, scrollcases (to hold scrolls), a lighter, a pocket torch--in America, this would be a 'flashlight'--small items (e.g. rings), and so forth, so the player will need to manage resources in a more RPG-esque manner.
This is of course, optional for the package, but will be in there as a base series of functions.
Selected, Passive Items
One very important thing in this concept is that the player must choose what 'passive items' are active. Aside from the obvious nature of limiting items (number of rings, gauntlets, bracelets, armour, boots, and so forth); it will also help to fix the ladder and flippers conflict. Choose the one to be active: Viola!
I would like to script armour that protects against certain forms of attacks in the process. Essentially passive items will retain their 'passive' nature, bot the player must select the current, equipped items, like in most RPGs. The Daleks, BTW, are not arbitrary They are a plot point, and a sort of in-joke, concerning how much inventory Link is able to carry; although the PC in the game is not Link in this case. The 'bigger on the inside' reference of 'Time Lord Technology' is something I intend to exploit as a gimmick, based on how much stuff Link is able to pull out of his arse in most games.
I'm going to need to script a subscreen series, and I really wish that I had more examples of scripted subscreens to use as a template. I would like to use a multi-page active subscreen, at the least, in addition to the menus.
Important Stuff
I wish there was a way to allow the player to 'not pick up' treasure in a chest, if they don;t have room for it; and I may need to find a creative way to fix this. The game will have banks/currency exchange, to deposit funds, and to reduce the amount of space taken up in wallets & pockets, without reducing the value of that money. (Dsari, is the word for currency, meaning 'exchange'.)
Edited by ZoriaRPG, 11 April 2014 - 03:14 AM.