Thank you kindly once again! This is a huge help; I really don’t know what I’m doing with graphics. I appreciate the explanation and I’ll be putting these all in soon.
Thanks for all of the feedback - it’s quite helpful. I’ve responded to most of it and spoiler tagged the TL;DR sections I think.
The end of the hack demo is “To Kilika”, on a boat with a couple talk events that then brings up a “thank you for playing” type message. You didn’t really miss anything; just you can go back through Besaid island (with a couple shortcuts), get Kimhari, and depart from the beach.
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Besaid island’s beach should have a “depart” option after clearing Besaid temple.
Besaid village also has a “depart” option on the path when you enter.
Both of these should be made more obvious. I’ll add event tiles as another way to notice them, and for Besaid’s beach I’ll put Cid there as an NPC
Here are the placeholder classes I’ve planned for each main char.
Kimhari, for example, can promote straight to a general to stay relevant, or can gain ~10 extra levels as a knight (and have a slightly better final class).
Maybe Auron should start as tier 2, but without having planned much of the combat yet, I figured I’d leave it be for now.
Text speed is intentional somewhat, as I have some messages where a character says something and immediately leaves after the chat has loaded (with just the slightest pause, but not ‘A’ input).
Many of these glitches are things I’ve noticed and would like to fix - I appreciate the list of them. But it’s been a lot of hard work to get it to this point, so I wanted to see if anyone was interested in collaborating on this project.
Custom combat animations are beyond the scope of what I intend to do personally. But I would like custom enemies, so I was just intending to turn off animations altogether. I usually have animations off when I play these games, but those crit animations are pretty cool, haha.
Dark Hit is intended to not counter. Ideally, I’d like to have you automatically re-equip your main “weapon” after attacking. This way “Dark Hit” becomes a special skill that you use. Because I couldn’t figure out how to do that, the backup plan is to just make them so you can’t counter after using for a turn. You are right that it is basically useless right now.
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In fact, the whole of the combat is very basic and needs to be expanded. I’m not fully sure how to go about that; I wanted to decide on my combat system more fully before properly balancing the game. It should just be pretty easy, hopefully. You could also just run away from enemies that are particularly annoying (eg. Flans before you get Lulu might be a pain).
Frogs are extra weak, so I made them give no xp. Again, combat system is preliminary, so needs to be balanced later.
A number of graphical glitches occur due to the “halfbody” patch that I am using. On the one hand, it makes portraits look great as they can be that much bigger, but my lack of detail using it is causing glitches in the trade screen, during some talk events, and on the item screen. Not sure which of these I can fix myself.
No descriptions have really been done yet. I’d rather power through the more important aspects of a game first, but I would like to eventually fill in the gaps. It’s taken a lot of trial and error to have my events go off as intended, and there are probably more errors with them. You can attempt to loot chests extra times, for example, though they provide no extra loot.
Tidus should ideally have the ability to open chests but not doors. Unsure if there’s a skill for that. Rikku should have an advantage against traps and locks, as well as bonus damage against Machina. Or Tidus should be able to get treasure some other way than chests.
Levelups will be made longer. Flans are an edit of the summoner class, while other custom enemies are of villagers. Death quotes haven’t been altered; but flans the unit are an edit of the unit Gerik… oops, they should not have a death quote, lmao. Large maps should have save points imo.
Ideally what I’d like to do with the combat is to have relatively easy random encounters (assuming you take advantage of each character’s strengths: use Wakka against fliers, Lulu against Flans, etc.) but to have stronger boss enemies (with a separate battle theme and perhaps boss icons), some scripted range events and some as a low encounter rate.
I would like the “player phrase” message to be faster. Or even better, if there are no enemy units, immediately refresh a unit after moving.
Your idea of using a separate map is really interesting. I think that could be really fun and might be easier to code challenging battles. I do like sticking to one map, though, as I feel it’s more immersive for world-building. I’ll see if I can figure out a way to try out your idea for random battles… maybe I can use a mix of both.
Currently my version of random battles is quite problematic and I’d like to improve it. It punishes you for using multiple characters, as each character can spawn an enemy each time they move. I don’t want to encounter players to rescue hold all their units each map. If a couple of enemies spawned at once, it might be more fun. What could be cool is to have Tidus the only one walking around, and then load your allies when a battle initiates. I only know how to do this by pushing the ally the spawns a tile or two in a random direction: they’d then clip into mountains and things. 1 tile works, but 2 is a problem.
I’d also like to have “Preemptive strike” where the AI is set to do nothing for a turn, then attack. This could be based randomly on your speed + luck. Didn’t want to over complicate things just yet, but having both that and “Ambush” is fun. Perhaps “Ambush” enemies should be weaker than “Preemptive strike” enemies. This is just a matter of a quick AI change and more if statements, so I haven’t bothered for now.
Scratch all of those plans. I’m going to start coding the Chocobo Race minigame in the Thunder Plains.