03-03-2013, 02:28 PM
(This post was last modified: 09-27-2014, 11:34 AM by Ghost XIII.)
That pun was so awful it deserved a rimshot after it. And I will definitely be considering using your alternative tileset, but that kind of cosmetic stuff will probably be left to last.
Thanks for the feedback everybody, I actually could use some opinions or expert advice on a few things though. I'm still unsure how to do the party setup aspect of this game and I have two options each with their unique benefits and faults, I would definitely appreciate feedback or recommendations on how to change them.
Option 1: You start the game in a character selection map with 4 rooms, each room has all six classes as NPCs, when you talk to them in their respective rooms they assign the properties, sprite, and palette associated with their respective class. This is an easy way to create interchangeable party members and to allow you to create whatever team combination you want, like Fighter, Thief, Monk, Red Mage, or 2 Fighters, Black Mage, and a Red Mage, or 4 White Mages. The problems with this is that is makes it very difficult to graduate your classes as I cannot figure out a way to keep track of which characters the player is using to change their sprites respectively. The other problem with this system is that you cannot assign the properties of one character more than once without screwing up your game, so I would need to use characters 0-23 to cover all of the possible party combinations. This is a bit of a pain because it means finding a new way to assign equipment to characters, assumably through hex editing rather than doing it the easy way with FF3usME. Is it possible to create equippable item lists for characters past Umaro? Like if I use General Leo or the placeholding moogles as characters can I allow them to only equip certain items?
Option 2: Is much easier, but significantly less fun. I simply overwrite the first 6 characters (Terra through Sabin) with the 6 job classes, and open the party select screen at the beginning of the game, forcing the player to pick 4 of the 6 characters. This option is way easier because at job class graduation you can just swap over the character's properties, sprites, and palettes to their new stronger classes (placeheld by Celes through Gau) and be done with it. It's also really effing boring because it only allows you to use one of any possible character.
Any solutions people can come up with? I am open to ideas.
Thanks for the feedback everybody, I actually could use some opinions or expert advice on a few things though. I'm still unsure how to do the party setup aspect of this game and I have two options each with their unique benefits and faults, I would definitely appreciate feedback or recommendations on how to change them.
Option 1: You start the game in a character selection map with 4 rooms, each room has all six classes as NPCs, when you talk to them in their respective rooms they assign the properties, sprite, and palette associated with their respective class. This is an easy way to create interchangeable party members and to allow you to create whatever team combination you want, like Fighter, Thief, Monk, Red Mage, or 2 Fighters, Black Mage, and a Red Mage, or 4 White Mages. The problems with this is that is makes it very difficult to graduate your classes as I cannot figure out a way to keep track of which characters the player is using to change their sprites respectively. The other problem with this system is that you cannot assign the properties of one character more than once without screwing up your game, so I would need to use characters 0-23 to cover all of the possible party combinations. This is a bit of a pain because it means finding a new way to assign equipment to characters, assumably through hex editing rather than doing it the easy way with FF3usME. Is it possible to create equippable item lists for characters past Umaro? Like if I use General Leo or the placeholding moogles as characters can I allow them to only equip certain items?
Option 2: Is much easier, but significantly less fun. I simply overwrite the first 6 characters (Terra through Sabin) with the 6 job classes, and open the party select screen at the beginning of the game, forcing the player to pick 4 of the 6 characters. This option is way easier because at job class graduation you can just swap over the character's properties, sprites, and palettes to their new stronger classes (placeheld by Celes through Gau) and be done with it. It's also really effing boring because it only allows you to use one of any possible character.
Any solutions people can come up with? I am open to ideas.