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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.

For decades, since the discovery of the Fire Crystal in Palamecia, the nation has been growing increasingly bold, looking to expand their territory and grip over Gaia. Of the five nations that make up the world of Gaia, only the Burmecian kingdom of Figaro has prepared themselves to challenge Palamecia, led by Emperor Vayne...

Fifty years after the Crystal's unearthing, a young girl, Ashe, emerges from where it once slept, claiming to have come from a gateway to other worlds similar to Gaia. She appears with a dire warning; the Crystals of Gaia and many other worlds are in danger. After a chance encounter with Lyra, the Princess of Tycoon, Ashe sets out with her to stabilize Gaia's Crystal of Fire...

A former Palamecian engineer and airship pilot, exiled from his home after an incident in the past, embarks on a mission to infiltrate Palamecia and observe, and if possible, steal the Fire Crystal from Palamecia. What he finds there launches him to join the bigger fight against the Empire...

A stalwart Dragoon, Reeve, from the Burmecian seat of power in Figaro, leaves the kingdom to work alongside Mysidian twins, Wedge and Vicks, on various assignments from the Elder of Mysidia. He hopes to reclaim the honor that the Burmecian Dragoons once held long ago, when his father was a Dragoon under the previous king...

In Figaro, the king's personal bodyguard, Beclem, finds a young female Caller on death's door after a long journey from Aquaria, and takes her under his care. The girl, Ellie, reveals that the Esperkind her people communicate with also feel that many worlds are in danger of utter collapse. They will need to unite the humans and Esperkind once again, as it was in the distant past, to overcome the battles ahead...

Across the mountains, in the Sanubian deserts where the famous Gold Saucer rises from the earth, the leader of a secret spy organization finds information important to Figaro's mission. The time for her to choose a side has come, and Parker, of the Gold Saucer Syndicate, always picks the winning side...

Far to the south, in Ivalice, a civil war is brewing between various political figures, coinciding with the relentless defense of the borders against demons emanating endlessly from a civilization long since destroyed. A young Lionguard trainee, Leon, is tasked with ending Ivalice's plight, allowing the once mighty nation to stand up against Palamecian advances...

In the Bisga Greenlands, home to chocobos, moogles, and people of all kinds, a reclusive hunter watches in horror as the Palamecian war machine marches on her lands. The hunter, Priscilla, vows to put an end to their destruction of Gaia's natural resources...

Deep undercover in Palamecia's military ranks, a rebel soldier who's been fighting the Palamecian Empire almost his entire life is about to bring his organization into the light, for the sake of defeating them. With his custom firearms in hand, Kelger joins the fray...

Final Fantasy Discovery is very much about bringing it all together, both in terms of mechanics and the game's story. I hope you enjoy it.

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Posts

Initial impressions (talking about ten minutes played at work), pretty slick. I'm very glad that it's not ATB. ATB is a shit system and screws with turn order and status effects in a very negative way.

Nitpick - there is no reason to have a popup at the top of the screen for a normal attack. Seeing a box pop up that says "Fight" looks a little silly and is unnecessary.

Edit: Also forgot to mention that you'll probably want a cursor indicator over the actual monster picture that you're selecting, in addition to having the monsters flash before using their attacks. As it stands, it's not really clear what monster is doing what and which monster you're selecting.
author=Clyve
Initial impressions (talking about ten minutes played at work), pretty slick. I'm very glad that it's not ATB. ATB is a shit system and screws with turn order and status effects in a very negative way.

Nitpick - there is no reason to have a popup at the top of the screen for a normal attack. Seeing a box pop up that says "Fight" looks a little silly and is unnecessary.


That's actually one of the things I'm trying to "fix" with the BattleLog script I wrote. By default, the engine lists all actions in the help window in battle. I'm going to try to set it up where note tags on skills can stop them from showing up in the battle window. For now, there's no way around it.

The other thing I need to fix with that script is making the window go away when it's not needed (you'll see when states are applied or healed, the window clears but still stays on the screen).
Damn, you responded before I got my edit in. Either way, it's good to know you're working on it rather than simply, "THAT'S HOW IT IS TOO BAD."
For some reason, Victor Sant's Target Arrow script doesn't work too well in the project, despite almost all of the battle scripts being written by him. There's some incompatibility somewhere, and when I find it, I'll get that cursor in there. It was always on my to-do list. As far as the enemies flashing, I can fix that one in a few seconds.

Just need to add a flash tag to their attack poses. Good call.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I tried out the demo and it was indeed enjoyable. Very smooth and I'm glad that the ATB is nonexistent. One thing I have to ask is: were the defensive and offensive nodes during the first boss battle supposed to respawn continuously after they die, because I spent a fair amount of the battle just attacking them so that I could focus on the main boss afterward (as was the implied solution), but resorted to just attacking the boss after I realized that they seem to never permanently die. This was only a problem because I used up all of my potions during this battle, resulting in being unprepared for the airship battles later. Luckily, I was able to restart the battles at the Game Over screen and steal a potion from the golem boss or I never would have survived.

EDIT: Ah, I see. Even so, I still found just fighting the Security System to be a more viable option to attacking the nodes. I'm not sure how this can be remedied as it is so early in the game, leaving no real room for a more extensive strategy.
The Security System can revive the nodes a total of four times. That's not four times EACH, just four revivals in total. It costs 50 MP to use Deploy Node, and it has 200 MP.

Keeping the nodes down also keeps him from using Crush or Fire Mission on you, which is always a good thing.

Also, take advantage of being able to restart battles with your Limit Break meters retaining their charge, that is on my list of things to fix for next time.
And whattya know, Clyve? Got that Target Arrow script working in about 5 minutes this time.
author=WCouillard
And whattya know, Clyve? Got that Target Arrow script working in about 5 minutes this time.

I'll be downloading the game once the download limit has passed. I'll hold if your going to be releasing a patch for the demo soon.

EDIT: Glad to see you released a demo. I'm looking forward to the rest of the game.
Damn that was a vile tease!! I had a right blast with that (criminally short!) demo, I can really see the love you've poured into the game, it's going to be sheer hell to wait for this to be finished :'( Well played WC, well played indeed :) Here are the few issues I noticed;

-Title screen has the finger pointer cut off on the left side.
-"Cloud" vanishes during Steal.
-"Squall" Limit Break is "Full-Cure" yet the in-battle description states "Deals 3.0x damage to a single enemy"
-Actually, all four characters have Limit Breaks that state "Deals 3.0x damage to a single enemy"
-Tutorial text appears BEFORE gaining the item the tutorial text is associated with. Probably not a bug, just awkward.
-Victory music and animation/post begins before the boss starts to vanish
-Unsure if intentional, but the save point is just a tile, no "save point" style graphic/animation.
-Cid's head briefly clips through the door frame in the crystal room, when escaping from Bahamut.
-Phoenix Feather (Down! :D) descriptive text doesn't wrap, gets cut off by the box.
-Electro Marble descriptive text doesn't wrap, gets cut off by the box.
-No notes for several items and the majority of Weapons/Armour.
author=sabin1981
Damn that was a vile tease!! I had a right blast with that (criminally short!) demo, I can really see the love you've poured into the game, it's going to be sheer hell to wait for this to be finished :'( Well played WC, well played indeed :) Here are the few issues I noticed;

-Title screen has the finger pointer cut off on the left side.
-"Cloud" vanishes during Steal.
-"Squall" Limit Break is "Full-Cure" yet the in-battle description states "Deals 3.0x damage to a single enemy"
-Actually, all four characters have Limit Breaks that state "Deals 3.0x damage to a single enemy"
-Tutorial text appears BEFORE gaining the item the tutorial text is associated with. Probably not a bug, just awkward.
-Victory music and animation/post begins before the boss starts to vanish
-Unsure if intentional, but the save point is just a tile, no "save point" style graphic/animation.
-Cid's head briefly clips through the door frame in the crystal room, when escaping from Bahamut.
-Phoenix Feather (Down! :D) descriptive text doesn't wrap, gets cut off by the box.
-Electro Marble descriptive text doesn't wrap, gets cut off by the box.
-No notes for several items and the majority of Weapons/Armour.


  • Arrow cursor being off the screen a little bit has more to do with the script and the way windows are drawn. There's no avoiding it when a window is drawn to the edge of the screen. That's why I left the default selection boxes in as well.

  • I'm aware of all missing animations and frames, as stated in the message when the game starts. Please don't report these bugs, people.

  • Skill descriptions for Limit Breaks on Cloud, Squall and Lightning have been corrected. Thanks.

  • Tutorial text appears before items are gained so that the Item Popup text won't cover the message window. I'll add in a little delay to fix that. Thanks.

  • Custom Collapse settings don't account for battles ending. That's a problem with the script. There's nothing I can do right now to change that. I'll post a bug report.

  • I'm aware that save points do not animate.

  • Collection Notes are not finished yet, and text wrapping hasn't been implemented in the script just yet.
author=WCouillard
Download limit?


I received the following message when I attempted to download the demo "Limit for this game download reached. Please try again at 11:32 PM UTC."

Thankfully its almost 11:32 PM UTC so I'll be downloading the demo shortly.
Had a blast with this, lol can we use anything, like the scripts? Just curious since it's unencrypted. :o
author=Aurora_Paradox
author=WCouillard
Download limit?
I received the following message when I attempted to download the demo "Limit for this game download reached. Please try again at 11:32 PM UTC."

Thankfully its almost 11:32 PM UTC so I'll be downloading the demo shortly.
Yeah, we added a short timer to prevent people for spamming the download button to increase their download count.
Ah, I see. @Sana: Only the stuff we didn't make ourselves.

All other scripts are public scripts released by their respective authors. How those scripts are used is up to them, I suppose.
Also, spoke too soon on that Target Arrow script. That thing is buggy as hell, causing incompatibility errors all over the place. I'll look for an alternate one.
Another bug that I am aware of, and have already fixed (FINALLY): enemies weren't obeying the timing of their attack animations. This is now fixed. Their animations will play out completely before the effect and next action takes place. Phew. Been stuck on this one for MONTHS.
You've certainly put together quite a demo. I can tell you put a lot of hard work into it.
I hope you choose to release the game in episodic format. Legionwood 1 and Legionwood 2 followed this style. This is just a suggestion though.

If there were any bugs I missed them during my play through. I did notice that the self-destruct of the bombs didn't seem to damage Cid.
author=Aurora_Paradox
You've certainly put together quite a demo. I can tell you put a lot of hard work into it.
I hope you choose to release the game in episodic format. Legionwood 1 and Legionwood 2 followed this style. This is just a suggestion though.

If there were any bugs I missed them during my play through. I did notice that the self-destruct of the bombs didn't seem to damage Cid.


Oh, it's not meant to damage the player. Being that you gain access to the Auto-Bowgun at the onset of those airship battles, using it is a good way to drop at least half the health of each enemy, and when the Bombs are <=50%, they blow up. It saves you from having a second round of getting nailed with Flame.

Self-Destruct = no damage to the player.
Kamikaze = damage to the player.

You'll see that later when you start running into Grenades.
Haha, Mixed Herbs is one of the KH animations I put up online.