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Author Topic: First Fantasy II ideas vault  (Read 5478 times)

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Offline xlibman

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First Fantasy II ideas vault
« on: April 27, 2015, 04:13:16 am »
With First Fantasy: Mana Force out, I had many ideas in mind for future First Fantasy series games. However, the big games will come much later if they happen. In the more immediate future, however, I thought it might be nice to re-use parts of the FF engine and convert it for 160x120 sprite-based maps.

One idea I had in mind recently was to create another god game where you would be sent from the sky to save the world or at least revive it (Soul Blazer-style but with turn-based battles). I do not know if it would feature jobs, but if it did then it would be possible to level them up (your HP would most likely increase everytime you level up and the currently equipped job would increase too, or I could keep experience separate for each job?).


In a much longer term future, other ideas were to rebrand Reuben Quest series as First Fantasy: Reuben's Chronicles and re-use the 2007 ROL4 project ideas into a FF color game. A Terranigma-style game was also considered and the story for it is already written for the most part.




For the second game of the series, to keep file size to a minimum, enemies would most likely be re-used in multiple dungeons but under different color schemes. I do not know how maps would be stored yet, though, since the layout would most likely be very similar to the first game. It might still use the same engine, but with decimal support for extra goodies in each map (maybe treasure chests and obstacles?). It would still be simple graphically, although not ascii. Game 3, 4 and 5 would get rid of the permanent HUD.
« Last Edit: April 27, 2015, 04:18:32 am by DJ Omnimaga »


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Offline Snektron

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Re: First Fantasy II ideas vault
« Reply #1 on: April 27, 2015, 07:23:59 am »
I like the graphic mockups :D Also wouldn't it be Second Fantasy? :trollface:
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Re: First Fantasy II ideas vault
« Reply #2 on: April 27, 2015, 07:26:59 am »
Hardy Har Har. Sounds cool DJ, I wonder how different this would look with xlibc sprites all the way.
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Offline xlibman

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Re: First Fantasy II ideas vault
« Reply #3 on: April 27, 2015, 04:13:33 pm »
I like the graphic mockups :D Also wouldn't it be Second Fantasy? :trollface:
Nah I'll keep the FF title. After all, there are over 20 games called Final Fantasy :P (the first was called that way because Square Enix was on the verge of bankruptcy and this was gonna be their final game.
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Re: First Fantasy II ideas vault
« Reply #4 on: April 27, 2015, 07:31:23 pm »
Sounds cool I still want to play FFMF though :-\
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Re: First Fantasy II ideas vault
« Reply #5 on: April 28, 2015, 03:18:53 am »
I might attempt to port it to the HP Prime eventually. I'm unsure how different it will be graphically though.
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Re: First Fantasy II ideas vault
« Reply #6 on: April 28, 2015, 05:21:53 am »
Cool! Can you use the Prime's touchscreen?
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Offline xlibman

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Re: First Fantasy II ideas vault
« Reply #7 on: April 28, 2015, 08:36:25 pm »
Yes but I don't think I'll do much with it in game, other than maybe mapping some controls to it. That said I could also add extra capacilities for item/magic selection, for example, and making the HUD so when we click it it opens the menu (when available). The thing is that I still want the game to cater to people who like retro games too, so I won't go with a touchscreen-only game.
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Offline xlibman

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Re: First Fantasy II ideas vault
« Reply #8 on: December 01, 2015, 12:00:47 am »
This is not a sign of progress, but I'M posting some ideas about how the 2nd game could be like if it gets done:


Overworld: The maps for dungeons would be similar to First Fantasy: Mana Force. The CSE version would be graphical like in the screenshots above, while the CE version would use the same graphics as in FF:MF. The main difference is that dungeon areas would now have decimals in their data, allowing extra things to be shown. Example:
Events:
.1: Event at the center (NPC sprite)
.2:  Event at the center (Boss)
.3:  Event at the center (Treasure chest)
:4: Event at the center (Switch)
Obstacles:
.4: Pillars (3 on each side)
.5: Horizontal walls forcing player to walk for longer
.6: Diagonal wall through room (splitting 4 directional rooms in half)
.7: Same as .6, but in the opposite direction
Other:
.9: Village mode (doors would appear in walls. This event would work better on maps with left, right and up exits)
Dungeon tiles in FF:MF were just walls. This time, it's possible that there might be tiles for the front of walls at the top, to give maps a more 3D feel, and that those tiles, along with event tiles, have their own colors.


Battles: Educational. Basically, to cause damage, you need to choose the right math answer in questions such as 2+5, 13-9, and as fast as possible for greater damage. Failing to answer would result into you taking damage instead. I am not yet decided on how commands would work, but you will only have 1 offensive magic spell at a time (equipped via rings), as well as Cure and possibly a command to switch rings. An idea I had was the following:
Arrows: CHoose one of the 4 answers
F1: Switch to regular attacks (doesn't skip a turn)
F2: Switch to magic
F3: Switch to cure
F4: Ring change?
F5: Switch to escape mode

-Enemies might be able to cast magic defense that protects against certain elements or specific attacks, but I'm unsure yet.

Menu
-Stats: LV, HP, Exp, current ring and possibly current location.
   *There would be no MP, but the price to pay would be having to skip a turn just to change your ring, or perhaps harder math equations.
   *There would be no gold, due to being in a post-apocalyptic world and having no item, but there would probably be spots to restore your HP.
-Rings: Renamed from Jobs (can give some magic power or extra protections/enhancements, such as giving more time to answer math questions or reducing difficulty)
-Save: Similar as FF:MF

Story
A few years into the future, terrorists took over all nations and wiped out most of the Earth population. Survivors retaliated with nukes, but this only hastened Earth destruction. Only North Korea managed to survive the initial attacks, but the nuclear fallout eventually spread to their country, killing anyone who didn't take shelter underground.

1000 years after, the few survivors that remains underground have gained magical powers that they can use while doing math. Anything else that survived became a monster and no one has any knowledge about past civilization. Now that the overworld is radiation-free, it's time to seek for that info and the answer to mankind's future.
« Last Edit: December 01, 2015, 01:54:22 am by DJ Omnimaga »
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Offline Araidia

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Re: First Fantasy II ideas vault
« Reply #9 on: December 01, 2015, 12:28:11 am »
Math? Well, that would be interesting, but then the math problems should be difficult to some degree so that it is more of a challenge in order to get the max damage or bonus damage.
« Last Edit: December 01, 2015, 12:31:28 am by Araidia »
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Re: First Fantasy II ideas vault
« Reply #10 on: December 01, 2015, 01:12:01 am »
I think maybe you should ask the user what their level of math is and give questions based on that.
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Re: First Fantasy II ideas vault
« Reply #11 on: December 01, 2015, 01:25:03 am »
Oh, I was contemplating easy math questions, most likely 2 numbers due to text size on the screen. I mainly want to focus on solving speed than difficulty. The game would allow people to evolve at their own pace too, eg by grinding more or my rushing through the game if they are better at solving math questions fast. The difficulty would decrease as you level up, but progress as you advance in the game, depending of enemies you encounter.

Some of the game riddles might also involve some minor math but I don't know what they would be yet. One idea I had in mind was having multiple switches in a dungeon, which would have to form a triangle from the coordinates of activated switches, or other things like that.

It's possible that the game might be jokingly named after quadratic solvers too, depending of some item you find later in the game.
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Offline 123outerme

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Re: First Fantasy II ideas vault
« Reply #12 on: December 01, 2015, 01:37:18 am »
Looks good so far! Love the ideas. Terrain challenges (like multi-screen mazes, tight corridors, other multi-screen puzzles) would be the most obvious type of overworld obstacle of course, but I look forward to what you will do!
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Re: First Fantasy II ideas vault
« Reply #13 on: December 01, 2015, 01:43:01 am »
I don't think there will be many mazes, but there might be more dead-ends and switch puzzles. It's possible that certain mazes might be made in a way that allows them to be altered whenever a room has fewer exits, but inevitably, collision detection will still be done the same way. The largest game change will be graphical mode on CSE probably, unless I somehow decided to make the game continue using ASCII outside battles (still possible, considering how much memory enemy sprites will take, especially on the CE where they would be 8xi pictures of 21 KB each). Also, the battles would be obviously replaced entirely.

EDIT: Another dungeon puzzle idea I had was to have some rooms have a diagonal line through them.

EDIT 2: @123outerme and @semiprocoder , here are mockups of my idea:



I'm contemplating making the bottom pixels of all event tiles the same color, though, so that if you walk towards a wall, then that particular color will be detected as an event trigger.
« Last Edit: December 01, 2015, 02:22:10 am by DJ Omnimaga »
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Offline 123outerme

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Re: First Fantasy II ideas vault
« Reply #14 on: December 01, 2015, 02:39:55 am »
I don't think there will be many mazes, but there might be more dead-ends and switch puzzles. It's possible that certain mazes might be made in a way that allows them to be altered whenever a room has fewer exits, but inevitably, collision detection will still be done the same way. The largest game change will be graphical mode on CSE probably, unless I somehow decided to make the game continue using ASCII outside battles (still possible, considering how much memory enemy sprites will take, especially on the CE where they would be 8xi pictures of 21 KB each). Also, the battles would be obviously replaced entirely.

EDIT: Another dungeon puzzle idea I had was to have some rooms have a diagonal line through them.

EDIT 2: 123outerme and semiprocoder , here are mockups of my idea:

[photos]

I'm contemplating making the bottom pixels of all event tiles the same color, though, so that if you walk towards a wall, then that particular color will be detected as an event trigger.
Looks good! It's different them my examples but it certainly works. I like the looks of it all and I think it would be fine.
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