I've spent a few months of painfully slow progress to develop the framework for what I personally expect want to get out of the OHRRPGCE.
Up until now, I haven't actually gotten much more than what the system offers by default.
But what I have managed to get are:
* Pixel-Based movement and three-framed walks.
- Chrono Trigger's caterpillar. It's what I've always wanted.
I've only managed to get the leader walking as of yet, but it's a start!
Most of this is ported (in spirit) from Magnifawesome, but with the exception that I've limited each step to four pixels, making things much smoother.
* Giant loops
- I spent a bit of time playing around with Mogri's fantastic sidescroller tutorials in The Lancer's Tale. I've twisted the original model since then, making it easier for me to customize certain game aspects (Menus, object interactions, and the like).
Having these loops also lets me have nicer looking battles where heroes and enemies alike can bounce around in idle animations while the active participant is performing its action along with animations outside of combat.
* Battles
- I should have just copied and pasted the script for this, but that's just not how I swing.
Combat will be turn-based again, but turn orders will be more like a Tactical RPG. This was pretty much a direct copying of a D&Dish initiative order (I was pretty proud of myself for figuring the sorting out).
* As many stats as I want and Elemental Affinities
- I have to wonder how much of these are actually necessary and what I'm just running off with from some big JRPG's, but I've decided to make room to accommodate them anyhow.
I really wish arrays were here already, but I'll just have to make do with my 'read global's and 'write global's.
But yeah, percentage-based resistances go go go!
* Object Interactions
- Yeah so you can do this two minutes into making a normal game in the OHRRPGCE and I may have spent too much time getting this to work out, but I've got some big plans for this.
A dueling-glove that engages NPC's in combat is a fun idea that I've been tossing around for a while.
Mind-Reading has also been on my list since first playing Golden Sun.
Graphics are coming out slowly but surely (I'm still not used to Windows 7 Paintbrush, but it's a good thing I've been mostly using the OHR's Graphics editor for a while anyway).
Also, I am somehow having a tough time with maptiles now
Den finally gets his nostalgic green garb back!
I've also been putting enemy sprites in the hero graphics for easier management.
I'm worried about the time when I'll need bigger sprites, but I feel like I'll be ok when I have to cross that bridge.
I'm also trying Multiple-Expressioned portraits again (not shown below).
Noses usually turn me away from doing portraits (I can draw exactly two kinds of nose), so I've been following FFT's system of [don't use 'em].
I'm also curious about not listing names in dialogue boxes.
They'd just be using up an extra line of text that I don't really feel is necessary.
I've just started putting in stats for the two heroes and one enemy, trying to figure out how my battle math will work out.
I hate when the hero misses (In Magnifawesome, I actually had every hero's attack auto-hit just for the fun), so I'll be trying to aim for a model that'll allow for as many hits as possible (Looking into Fire Emblem's with accuracy tacked onto high weapon accuracy-percentages). I've also modeled most of the stats after D&D. Crossing my fingers for this to work out.
I've a bunch more mechanics and ideas to play around with.
I'll be devoting most of my development time to getting a battle cycle working.
Also pretty excited for the Mask system and most of the story in general.
The idea behind making this game is 'If you're going to take forever to finish this, you may as well squeeze in as much as you can'.
I'll see you at the next dump



