The Tavern Adventures, a -Story-Driven- romhack from @Gultykappa
What is one thing about your project that you feel has had a lot of/the most time and effort put into it?
Gultykappa: Think character design and world building has had the most effort put into it, but if we’re talking pure hours, then eventing by far. Between making my whole world map system, making conditionals for if certain characters are with you yet, having a Kingdom-Hearts-like tournament arena, a password system, and hiding secrets everywhere, the eventing process for this hack has taken up probably weeks of my life by now.
What was/is the most enjoyable part of working on your project?
Gultykappa: Probably either writing any dialogue or making music. I’m a full time music student right now with an English minor, so music and writing are the two things I love the most. Though, getting the events to work just right brings a certain level of euphoria that’s hard to get anywhere else.
What is one thing about your project that you wanted to talk about that you didn’t have the opportunity to include in your video?
Gultykappa: I think I’d talk about the story/world structure. The main story campaign itself will be short, only 10 chapters actually, but there’s 20 optional character paralogues to take part in that unlock with each story chapter. While the progression of unlocking units and paralogues is linear, the order in which you have to complete paralogues mostly isn’t, so there’s a lot of room for variance of interactions, which I live for. You’ll also gain more areas to explore on your world map depending on where you’ve been, which you can explore in the downtime between battles to buy stuff and find characters… I should stop now before I explain the entire hack lol. Go play it if you wanna know all the bells and whistles!
What inspired your project’s creation?
Gultykappa: I really wanted to make a hack with a limited number of characters, so that you have the same small cast that slowly grows, but they actually feel like a team and interact with each other depending on the circumstance. For instance, two characters might act a bit friendlier after they have a B support, or they might reference the events of a paralogue if it’s been completed already. I wanted something that felt really personal to play, like you were really looking in on a group of friends throughout the entire journey instead of the characters and their relationships having to take a backseat because of story.
What got you into making Fire Emblem fan games?
Gultykappa: Truthfully, it was inspired by other romhacks. I was in middle school when I first messed with FEBuilder, but I never thought about making a hack myself. Then I played The Road to Ruin, and I was completely blown away! No, I haven’t played The Last Promise, or even mainline games like Echoes or Fates. Heck, the only games I’ve played are the gba games, the first one, and Three Houses. I think my fascination with romhacks in general got the idea of making one in my head, and Fire Emblem just happened to be in my youtube feed.
BONUS QUESTION
What was/is the worst part of working on your project?
Gultykappa: When there’s setbacks, like progress lost or you cant figure something out. I’ve spent days trying to fix something. But the lowest lows spark the highest highs when you overcome it.