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Dissidia Sedecim - A recreation of FF6's combat engine

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Download link 1 - Google Drive
Download link 2 - Dropbox
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Dissidia Sedecim is not a rom hack but I think you guys might be interested in it. I hope it's okay posting it here.

This is a recreation of FF6's combat engine on GameMaker. I tried to be as accurate as possible to FF6 and would like to know what you guys, who know so much about this game, think of it.

The characters I've programmed in this so far:
Terra, she's almost feature complete. There are a few spells left to add to her.
FF1 White Mage, also close to completion. I've programmed most spells. I still need to create potions for the Drink command and a few more spells.
Cloud.The materia system is functional, though I need to program more spells. Also requires more limit breaks.
Noctis, he was very complex to create. There are so many features to FFXV. I think I've covered most things, some techniques, animations and royal arms are left.

However, for this demo, all the characters feel complete based on the gear they got. I guess Terra should have a few more spells.

The goal is to add more main characters, more bosses, menus so players can customize the characters and eventually dungeons.

Right now, on the road map:
Terra -
Valor (from GBA version), Meltdown, Flare, Vanish, Berserk
Cloud -
Fenrir summon, Wall (casts protect and shell at once)
Noctis -
Special animation for dagger and spear blitz
White Mage -
Create potions for Drink menu
Items -
Remedy, X-Potion, Maiden's Kiss, Golden Needle, Elixir, Pure (for White Mage), Hero Drink (for White Mage)
Status Effects -
Frog, Confuse, Berserk, Paralyze, Petrify, Vanish
Boss -
Safer Sephiroth and all his attacks

Some more polish, bug fixes and a proper intro menu.

Then I'll be releasing a version where you can fight both Kefka and Safer Sephiroth.

After that I'll move on to adding menus and more characters and bosses. Once menus are working and new content added, I'll start working on dungeons. Hopefully I get a Cease and Desist order before that and spare me all that work.
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  • ppml (03-29-2019), SSJ Rick (04-16-2019), Tenkarider (03-29-2019), Turbotastic (04-02-2019)

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Neato, but the "won't die" feature of Noctis is too much broken, how would you balance it?


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Noctis doesn't equip any armor, he instead brings four different weapons into the battle. That means he's stuck with his base defense values, which makes him very frail in FFVI's combat algorithms. So he is easily revived by healing spells but easily killed. When he "dies" (instead of KO he enters Danger status) his max HP starts draining out, so the more times he dies the easier to kill he becomes. Next time he's revived, his max HP will be lower than before. If his max HP reaches zero, and it can easily reach zero if an enemy attacks him while he's in Danger status, he can't be revived anymore. His current and max HP will be zero.

I figure if I add field and whatnot, then he'd be brought back from zero max HP by an inn or tent. Otherwise he's dead weight.
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It's pretty cool to see a demo of this project released!
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An update. Safer Sephiroth is under way, with over half of his actions already programmed. Doesn't mean he is more than half way done, what's left are basically actions with animations for which I have no reference to use from 2D games, so I'll have to improvise based on how they looked in 3D (Deen and Pale Horse). Usually that takes longer. And then there's Super Nova, which will probably take more time to program than the other two.

Anyway here's a video I've made to show off Noctis' skills:





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