TWO QUESTIONS REGARDING GAME ENGINE SELECTION AND DESIGN INTENTIONS
Posts
Pages:
1
So I've been here before in an attempt to get an overall opinion on what creation software I should use, given the intentions/desires I have in mind. It didn't quite work out then, but the difference now is that I'm willing to drop some money into this, depending on how close I can get to my goals.
Basically, my goal is to create a "Star Ocean - The second Story" (or any subsequent Star Ocean installation) type of format. By that I mean that I'd like to have the same general map exploration design that the older Final Fantasies have had, but when a battle occurs, I'd like for the fight zone to be an active zone which can be freely moved around in. I know that that's likely a tall order. It's just a first preference. A side view of encounters (like Final Fantasy 6 for example) is fine as well. That's my second preference.
Another thing that I'd like to add is a "secret zone" type of deal, where upon beating the story's final boss, a decision is made - one that ends the game, and another that opens a formerly blocked pathway where a secret dungeon is found. Like above, this isn't a big deal if it can't be done, but its just a preference.
In short, what I'm seeking is the closest I can get to:
1.) Star Ocean style encounters (side view encounters as a second preference)
2.) Endgame choice where the game can conclude, or go on to a secret dungeon
The creation software that can get me closest to this is what I'm after.
Basically, my goal is to create a "Star Ocean - The second Story" (or any subsequent Star Ocean installation) type of format. By that I mean that I'd like to have the same general map exploration design that the older Final Fantasies have had, but when a battle occurs, I'd like for the fight zone to be an active zone which can be freely moved around in. I know that that's likely a tall order. It's just a first preference. A side view of encounters (like Final Fantasy 6 for example) is fine as well. That's my second preference.
Another thing that I'd like to add is a "secret zone" type of deal, where upon beating the story's final boss, a decision is made - one that ends the game, and another that opens a formerly blocked pathway where a secret dungeon is found. Like above, this isn't a big deal if it can't be done, but its just a preference.
In short, what I'm seeking is the closest I can get to:
1.) Star Ocean style encounters (side view encounters as a second preference)
2.) Endgame choice where the game can conclude, or go on to a secret dungeon
The creation software that can get me closest to this is what I'm after.
The text to search for in regards to the battle system might be something like "linear motion battle system"? The search results seemed to tend toward using TsuK3 as the base-engine, though, I did see a result there using VX.
As for providing a choice for players to continue the game after fighting a boss, that kinda sounds like a regular Show Choice command to me. Unless there's other factors included that would allow the Show Choice to even exist, or would otherwise play a factor into whither or not the game continues?
As for providing a choice for players to continue the game after fighting a boss, that kinda sounds like a regular Show Choice command to me. Unless there's other factors included that would allow the Show Choice to even exist, or would otherwise play a factor into whither or not the game continues?
Awesome, thanks! That's the thing too, I had no idea what terminology to use in the first place. Your search results are pretty barren when using unpopular phrasing or outright incorrect terms. I'll look into "linear motion battle system" :)
I have no knowledge about commands like that, so I'm afraid I can't really answer that at the moment. I figured I could perhaps learn those terms as I went, but I'll look up some of the terminology for game making and get back to you.
I have no knowledge about commands like that, so I'm afraid I can't really answer that at the moment. I figured I could perhaps learn those terms as I went, but I'll look up some of the terminology for game making and get back to you.
Pages:
1














