I've finally crawled out of my puddle of shame to talk about my project again as I start over. After having so much changed I can't bring myself to continue posting on the original topic, if that's Ok with you guys. ^^;
If anyone remembers me or my topic of my project from a year ago and was looking forward to it but wondered what happened in this gap of time, then here's what happened in a nutshell(s).
WHAT HAPPENED?
A1- Many times over I've attempted to do everything myself, starting with making at least one theme or tune from the famitracker before I could get over myself enough to ask for a scriptwriter(programing) and a musician, and probably some peeps to pitch in ideas for random monsters. Of course I got stuck. In hindsight it turns out my issues with thinking up music then writing it down is a task super difficult for me because I am used to playing it in real time and got no sense in plotting notes. I've tried to find some information about making changing the sprite limit, among other things the engine's limits has hindered me with as I continue creating more problems for myself. That with my lack of focus made me breakdown and totally stop. (and reluctantly look for a more powerful, but equally cheap RPG engine)
(......I did chose to keep working with the OHRRPGCE engine, cause I just like you guys and ladies here and the freedom I (almost) got with this engine :3)
A2- In my last posts I've mentioned I had to make changes. Sometime later I made alot of changes. I'm happier with these changes but now I'm back to square 1, only with some things I'm feeling much, much more solid about.
Recently I've picked up where I left off, tried a few things, and now I'm starting over. Little of the progress will be recycled so that sames me some time with 6 of the walkabouts.
WHAT'S IS THE PROJECT
This project is based from a comic project I'm working on, with the game's story involving some characters from it at a point they abilities/powers are well manifested along, but have been resetted and eeringly, vastly improved. The overall story takes place well in the supernaturally altered future setting, with large war machines and monster animals included.
STORY
The game takes place over a small set of small islands named the O'Dale Islands where a paradise resort is housed at. It's like Hawaii out far far in the middle of nowhere in the vast seas of the Atlantic.
For a late birthday gift to himself, superhero vigilante/superhero local TV actor Triptolemus Mayflowers takes his closest friends and free loaders and their friends (total of 18) away from North-West Coast USA on a vacation to the O'Dale Paradise Resort by boat to have a nice escape from the madness at home. A sudden giant shark attack destroyed the boat close to the island, but all of them got away.
Hours after the shark incident the gang finds themselves and the inhabitants of the O'Dale Islands not only stranded, but trapped within the Islands perimeters by the malfunctioning ultimate power (uP) inhibiting zone established on and overlaying/encasing the islands. The malfunction in the anti-uP zone has somehow cut off communication to the outside world totally and digitized all the ultimate power and made everything seemingly invincible and extremely powerful, making it too dangerous for even experienced fighters and hunters to travel alone on the islands. The gang knows what the cause of the problem is but are not sure which of the several generators spread out all around O'Dale is the root of the malfunction.
Voted leader of the exploration party, and also voted item master, by drawing, Trip and 3 members will explore the islands to fix and correct the 8 generators to reverse the effects and most importantly free the islands.
PLANS
PARTY
So first off: I intend on locking Trip's slot, so he will always be the party leader to keep somethings about his and other character interactions consistent.[s] Even though Trip is the item master, everyone else is able to use items.[/s] It's just that he's the one carrying most of the inventory. The nature of how Trip stores the items plays into his abilities.
Originally when the drawing results were called, some of future/eventual party members objected to Trip being the leader or the whole organized party thing as a whole and had gone off to fix the problem on their own. Some will be won over by certain mishaps that will occur, others will go back to the hotel after they have been found, and some others have to be bribed to join the party. Other eventuall party members who were not part of this group have sat out, confident that Trip's team will fix everything without their help and will have fun with what's left of the vacation, most of them will have favors or will need to be bribed; very few will join unconditionally. The ones already on the island for sometime or was not there for the drawing vary with whatever they were doing, most of them provide specific services. I hope a total of 30 members isn't too much.
Some characters in the party set up shop of their own, but only at the hotel. For this reason I might disable the caterpillar party train, but if I can somehow disable it in the central HUB zones, then that would be great, cause I don't want one guy and his evil money grubbing twin in the same room.
DEALING WITH LIMITS with CHARACTER SPRITES
The game will be like 8 bit, and hopefully with character outlines. (want 8bit music or chiptunes with that too)
The size limits on the sprites often throws a wench in my good times with larger and complex characters. Sure the range is 3'11" ~ 16+ feet tall, but I'm not about to go through the trouble and make the size of each character's walkabouts in accurate proportions to each other with any form of detail, but if I can just up the limit to 40x40 just for the sake of more detail then that would be great.
I'm going the walkabout sprites for the in-battle hero sprites, so I will have an easier time animation them rather than go through the same but consequently worse problem than with the walkabout sprites. If I can somehow square the proportion of the sprite box then I would be less restricted in the hero sprites, especially when the party member is KO'd.
The costume party demo Master K made a while back still makes me believe I can add different armored/costumed sprites to the game, but I'm sure I'll need help. I think I will also need a script to change Trip's walkabout sprite to a horse when holding SPRINT, meaning I might need help, since, I'm not confident with plotscripting due to my inexperience.
MENUS
I'm intending removing the save option and have the video cards (save points) scattered through out the maps. I've also intended on making a info menu that describe the backgrounds of characters, story, uP, special races and such, filled with like a single illustration for like the characters, so it won't really get in the way of the flow of the immediate story. That might be going too far with it with that alone, but I'm just going to stick with the relevant note and not go off the deep end with a bunch of super needless junk that has nothing to do with anything. Lastly I want to add a button for the player to fast travel back to the Hotel if they want to restock, get out without trouble, or just to get out quick.
DAMAGE
The hero each have their weaknesses and strengths to different damage types.
[Damage Types=Intended after effects and general effectiveness]
Fire= Impairs Special Defenses, great against furry things
Water=Impairs Speed and sometimes strength, great against light foes
Lightning= Always Impairs Physical Defenses, some stuns too, effective vs. machines and engineered races
Earth=Impairs HIT, effective vs heavier foes
Wind=Often Impairs Evasion and HIT, always has added side effect.
HEAT=Attacks are of excessive heat, it doesn't work well against certain foils and other heat resistance armor. Normally paired with piercing damage.
Cold=Impairs Speed and Strength, has very few but devastating stuns, effective vs the cold blooded, including dragons. Not effective vs insulated foes
Mind= Attack channeled directly through the mind, impairs special attack, works better on itself.
True=attacks are real
False=attacks are imaginary, and can bring healing joy and laughter to most targets
Direct=Attacks strike thru all forms of armor, but are have still subjected to resistance.
Light=Color based and work best on darker enemies, useless to whites
Dark=Color based and work best on lighter enemies, heals blacks
Healing=Heals anything alive
Repair=Repairs dolls and machines.
Poison= Not very effective to humans
Demonic= Different from Magic, always powerful or helpful, always has a nasty con from each use. Demons are less affected by these cons.
Magic=Imagination at it's finest and are down right unexplainable.
Ultimate= The ultimate power, it's more common than you'll think, but no worries, it's just normal special damage
Kinetic= Normal, Physical damage
Striking=Damage made by blunt force, not effective vs Flat armor
Slashing=Slash attacks from swords, claws, or discs, effective vs less armor
Piercing=damage made from bullets, arrows, or spears, effective vs larger foes including dragons.
Nerve- damage that makes victims panic and lock up, does not work on foes who can't feel anything. (emotionless)
Silence- Damage that seals skills by silencing the fool. Only the mute are immune.
Seal- Alternative to silence only that it does seal skills and saps the victim of all power no matter what, we but deals catastrophic damage to Triptolemus and a few other characters who have consumed a shadow beast or is a shadow beast. Player characters can only use this damage type through items.
Front- Damage from the front
Back- Damage from the back
Under-Damage from under
Above-Damage from above
Scan- Informs user what the enemies' weakness is.
So what do you guys think of it so far?
Got more going on, but I don't want to flood just one post with everything. ^^

