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Final Fantasy: Discovery is an RGSS3 learning project aiming to mimic popular Final Fantasy series mechanics and blend them into a single game. Those of you who enjoyed playing UPRC's Final Fantasy: Blackmoon Prophecy should feel right at home with this project.

While most of the development thus far has been to clone systems and battle algorithms, some form of a plot will be coming together as well. More information on that will be given at a later date.

Thanks to Galv, Craze, Ninjamida and UPRC for helping out with some scripts and testing!

Latest Blog

Shmarter Shpells

Back when I had little to no knowledge of RGSS3, I made a bunch of different damage calculations, mostly emulating Final Fantasy VI or Final Fantasy VII. These days, as I learned how to more complex things, I started looking at calculations used in the more advanced titles in the series, like Final Fantasy X.

One thing that kinda irks me about RPG Maker VX Ace is how little control you have as a creator with applying and removing states. You basically can either add or remove and give a percentage of that happening. That's it. I learned a while back that you have way more control over these things if you write your own methods to determine state application and damage.

So, today, I took a look at a lot of abilities that alter states, and worked to make them act a little more intelligently. Take the Black Magick spell, Enfeeble, for example.

The spell always deals some light non-elemental damage, but also has a chance to apply any of the four "Break" states (Armor Break, Power Break, etc.). However, it can apply ALL of them in a single cast if you're very lucky, using the default methods. That's a little nuts (and totally unfair), so I rewrote the method for the spell and added the following conditional checks to it:

- Does the target already have any of these states? If true, do not add the same states.
- Is the target immune to any of these states? If true, do not even attempt to add these states.
- Did the target have any of these states newly applied when this ability was cast? If true, do not add any other states.

So, when you cast Enfeeble, you can add any of the four states (determined by a random number roll from 0-4, each corresponding to a state), but once you apply one of them, it won't add another state until you cast it again (and it won't add a state a target already has; in this case, the number will roll again until it lands on an applicable state).

My hope is that using skills like this won't feel like such a gamble. I've gone and done the same for a number of abilities that add have a chance to add more than one state.

Let's look at another Black Magick spell, Shatter. This ability deals light non-elemental damage, nullifies Reflect, cannot be reflected and has a low MP cost, so it's always a viable choice during battle. However, if it's cast on a target with Reflect status, it deals heavy non-elemental damage, for the same MP cost. This spell already existed in the game for a long time, but the damage increase for casting it on a reflected target wasn't up to snuff with tier 3 spells. Now, it's even stronger than those are, which I hope will cause players to immediately consider using Shatter on a reflected opponent, instead of always defaulting to spells like Ultima (which will still outperform Shatter, but it will cost 70 MP more per cast).

It's easy for me to get lost in making cool spells and not realize how overpowered they are, like the Null spells in White Magick. These now only target a single ally, rather than the entire party. I recall someone mentioning this in response to our RSD video.

Thoughts on this? Suggestions? Ideas? We're approaching our May 1st deadline for adding abilities and items. Once that date arrives, we won't be adding any new abilities to any party members (we can still change how the existing stuff functions, though!).


Oh, the project looks great! As a hardcore fan of the Final Fantasy series, I will follow the project.
Why did I think this was linked to FFXIII for some reason? Lol. Looks good (so far)!
This looks pretty good so far~ *Subbed* B3
Why did I think this was linked to FFXIII for some reason? Lol. Looks good (so far)!

Maybe because one of the character is called Dajh? :P
Why did I think this was linked to FFXIII for some reason? Lol. Looks good (so far)!
Maybe because one of the character is called Dajh? :P

Heh, some of the playable characters are named the same as other Final Fantasy characters, and some aren't. No relation to any of them, of course.
Actually, it was because of the game being called "Pulse" Project, with "Pulse" being the name of the lower world below Cocoon in FFXIII. =B
Oh, that's not why it's codenamed Pulse. Coincidence, that's all.

Basically, since a lot of Final Fantasy games name their main characters with weather terminology, and I hadn't chosen a name for this game's main character yet, I simply dubbed it the "Pulse" project, since it's also the name of an extreme weather event.
Basically, since a lot of Final Fantasy games name their main characters with weather terminology...

Later this afternoon, there'll be some Butz with scattered Frionel happening as the sun sets. Tomorrow's forecast involves Terras and Lockes with high expectation of... Clouds..... Back to you, Fighter.
Thanks, Onion Knight. In other news, southwest Indianapolis was hit hard by a wild Cecil today, and...
...I'd better get ready for all that Butz this afternoon... if you know what I mean.
Hm i Wonder if i can pul somethi goff here/
Are the areas merely going to be the actual one from previous games, or merely share their names with them? I feel the second would work better than the first, unless you're going for a Dissidia-like mix. An it appears you and Celes may well be going head-to-head in the fangames department, though on competely different tracks...
They'll just share names for nostalgia purposes. Although, some areas may resemble their original namesakes (i.e. Narshe may be cold and snowy, etc.)
weren't you working on that bof remake
weren't you working on that bof remake

Still am. There's multiple people involved in that project, my responsibilities on it aren't as wide as they once were. I did all of my hard work first. =P
Hm i Wonder if i can pul somethi goff here/
hmm, crossover?
Instant sub! Dub-C, as soon as I saw you as the developer, I figured that this project will have some seriously good qualities. The anticipation is killing me.
Well thank you. If you want to help me test things out as I re-create them, it could only speed things up. Let me know.
This looks amazing, I love those graphic rips! I searched all over for rips from those games but couldnt find any! Im definitly keeping an eye on this
I'm looking into how the few rips that do exist were ripped in the first place, so I can do them myself. I used to do a LOT of sprite ripping on various platforms. I've said it here a few times before that when I do get all the rips together, I'll add them to a file for all of RMN to enjoy.
The Z is for Znderson; RMN's resident antagonator
Why would you intentionally use the FF battle algorithms, argh. Defense in FF games is so dumb.

It's a minor detail, I'm totally stoked by the idea of a non-sucky FF fangame.
1) Because Final Fantasy VI was the first of the series to use complex damage formulas, in great abundance.
2) The formulas for the games following Final Fantasy VI relied on too many statistics.
3) The defense was dumb in Final Fantasy VI because ANYTHING that wasn't a normal attack or magic spell ignored defense. Plus, enemies had pretty crappy defense and magic defense stats, even at endgame. I have control over that here, so it won't suck as much as you might assume. You have my word.

Also, I PROMISE that I will finally finish pcoding Fork Tower, except it'll be in this game. =)

P.S. In fact, one skill is entirely inspired from UOSS.