Opry99er, on Fri Jul 23, 2010 8:41 AM, said:
***Apologies in advance for the length of this post.*** =)
Thanks alot. =) I am so anxious to get the actual coding underway and see what I can do and can't do... but at the urging of those much more gifted than I, I have spent the last 3 months in game design--- developing the story, developing the characters, the battle system, item handling, level-ups and whatnot. It's a challenge for me, because usually I just start ripping code off and get something playable, but then it's architecturally screwed. Lemonade Stand should have only taken about 8-10k of XB code, but it took me over 22k because I started early and then had to pile code on top of what I did to make it work. The game works just fine, and if you never saw the listing, then you would never know... but I know... I really really know. =) And for Beryl, it would be impossible to just "start ripping off code" unless I had SAMS support or if I only wrote the game for the new Geneve 2 or even if I specifically designed the game for emulation (where disk space is no issue at all)--- and I HAVE thought about that by the way. =)
You could start with disk and migrate it to cartridge. That was a common practice on other machines.
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When I began working on the mechanics, I really had this in mind: "Ultima-style graphics and screen layout with Final Fantasy Mystic Quest user interface".... But this has really moved on past that. The graphics and screen display are no longer like Ultima, and the U-I is less like FFMystic Quest and more like the other Final Fantasys, FFIII being a good example. I love watching this stuff grow and cultivating the essence of it... I just wish I knew how to take a more proactive role. =)
I think you are finding out why so many games had Ultima style graphics. It takes a lot of time and more memory for something like FF. The SSI games were actually somewhere between the two. But even SSI games were disk based because of their size.
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And while I agree with everyone here that RPG forums are full of hacks and douchebags, they kinda got me thinking. How am I going to implement this story line into the actual game--- and not just in a thick ass manual I hope people read? The manual will be appropriate in length and substance, but I never read a manual on FFII, Mystic Quest, FFIII, The Elven Chronicles, Chrono Trigger, etc.... The reasons?
-Brilliant UI
-Plenty of early battles
-Animated storyline sequences
-Clean uncluttered menus
-Onscreen prompts
This is why I suggested scripts. Then you just play back the FF type interaction sequences that are just text or simple animation.
Once you get the engine working you can add and expand the scripts as you have time. It would require some tools to build those sequences.
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What if I want an animated sequence like maybe the intro in FFII with action onscreen while text boxes fill up different parts of the screen? How would I do that on this limited-RAM system?
You will have to design things in pieces for a bank switched cart. It requires a lot of planning and I think you'll need expanded RAM anyway.
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Of course the SNES has a cartridge format, 2d graphics, and limited RAM as well, but we're talking completely different CPUs and VDP chips too, not to mention THEIR cartridges could hold a ton more than ours at the present time... It's an interesting proposition... and many have suggested doing a modern language version of the game.
NES cartridges held more because they used bank/page switching and the system graphics were tile based. The SNES was more of the same but the cpu could address more RAM/ROM with the 65816, but memory is still paged for the most part.