I don't think anyone quite understands the multitude of character sprites that's going into this game. I plan to eventually write about this on my site whenever I feel like updating it.
I mean, there's so many Rattata and Pikachu (for examples) variations it's borderline ridiculous. I haven't really done much more with the landscapes, but I already know each area has it's own set of scenary (different houses, etc).
Little details like this make me feel like I'm probably doing a lot more work than was even put into MOTHER 3, but knowing what I know, that isn't fair to say, because MOTHER 3 had to be cut down some just to fit into the GBA cart. However, the satisfaction will be worth it, I feel. I just hope people actually notice this (maybe I should include a statement in game that says HEY! Pay attention to the scenary!) It may be minimalist, but there'll be a lot to take in.
I swear, the production time will probably take the longest because of graphics alone. Scripting events can't possibly take as much time.
And that brings me to the test bed, because I will hurt somebody, a lot of somebodies, if I end up 100%-ing the graphics and can't do anything with them (that's not supposed to be a threat, heh, but just an idea of how upset I'll be).
And I wanna be able to just get right into finishing up the game by the time graphics ever reach completion. So having everything else tested and coded on the side will make the transition and process easier/faster.
Perpet8tor, I'll probably have to get back to you on the weekend with the full details of what we'll use, but I wanted to know if you knew about this engine, as I found it while you were gone. I admit I'm still not 100% rock solid on an engine yet, but I'm going to finalize it by the end of March, that's for certain. Time is...well not money in this case, but precious life, at least!
So anyway, heard of
OHRRPGCE? If not, it's okay. I just saw it was mentioned while reading about another not-really-useful-beyond-a-dash-function upgrade to RPGMaker topic at Starmen.
Here's some stuff off hand that we'll have to test out during the time graphics are being made:
- Battle BGs (if using Byond)
- Caterpillar style party (up to six people, although you wouldn't control that many)
- Along with the above point, making a sort of helper character that can't be controlled in battle, but can't be harmed, and does random actions on their own (people who played EB even for a minute, think King/Pokey/Picky).
- Otherwise, up to five party members in battle that can be controlled.
- Dash function
- A kind of dynamic way to change landscape (it'll change probably by a fade out, but I mean to replace a sort of daytime version with a nighttime version. It's probably really easy, but I'd manage to fumble that up somehow)
- Sliding tiles, like ice tiles in Pokemon where when you touch them going a certain direction, you keep moving until you hit an object/wall/not-ice tile.
- Damaging tiles/objects in the overworld.
- Hp reduction system (does not have to be graphically spectatulor like EB/M3, just perhaps an incremental countdown after you get hit to the new total, as opposed to just cutting straight to it. If it can't be done easily enough, no big)
- A way to sort of have an event happen just because you did/didn't do something, but it's not a real event. For example, which doesn't exist in this game, you walk off the mountain ledge and a "cutscene" kicks in of you falling down from where you walked off, fade out, fade back in to you being in some particular spot X where you get back up. Game goes back to manual, and you'll have to try climbing up again now knowing what not to do.
- Underwater air meter/timer.
- Way to replenish said meter.
That's about all that comes to mind. Beyond those particulars, the game should be fairly straight foward construction.