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Final Fantasy Discovery: Release Something Day 2015

We had hoped to get this out there much earlier today, but here is our video submission for Release Something Day 2015 of Final Fantasy Discovery, featuring three updated scenes to be included in our next release, new animated parallax maps, custom sprites, and newly added gameplay script demonstrations.

Please watch in fullscreen HD (720p)!

Also, please let us know what you think!

Posts

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The video was wonderful! Cid is even more amazing than before and here I thought it can't be topped!

Also, the team interactions were so great it reminded me a lot of Final Fantasy IX to be honest (like Cid calling Reeve "cyclops" reminded me of Zidane calling Steiner "Rusty" ;D ).

Sprites are great, kudos to Avee!

The field theme for Giza Plains is simply wonderful!

So nice to see that Jihl will be introduced early in the story; she is one of my favourite villains in the series, you don't even know!

The mapping is a bit weird; it's like it tries to be like those backgrounds in PlayStation Final Fantasy games but goes more of FFX/FFXIII style. And don't get me started on those cliffs in the south: they look sooo cartoony!

I love the concept of the Arrowny Gallery! I just hope that the guest characters also offer some variety to battles and will not be just substitutes for some fully fludged party members due to their "guest" status.
Great job on the video! There's a healthy amount of tease in there: the caves, Limit Breaks, and that treasure you didn't take is killing me...
I'm really looking forward to the first playable demo.
The finished portraits are superb as well. Excellent work!
janussenpre
愛・おぼえていますか
1274
@Avee Great job to you too for creating such awesome sprites! This video wouldn't have been the same without your custom work! :D

@Noel

I didn't really realize that the maps have a PSX vibe, but now that you mention it... Haha, I actually kind of like that. Sorry you don't like the cliffs. :(

This is what they look like from far away. I modeled them after the Dorset Cliffs (google it!) :D


A big shout out needs to go to William for signing us up for RSD and doing all of the grunt work in assembling this video. That awesome airship battle scene was all due to his scripting/eventing mastery.

Unfortunately I couldn't fix the random crashes in the particle effect script for the airship scene and had to opt for animated character sets for the time being, but the gist was clear. Really like that sequence.
What is the track's name for the Giza Plains? It sounds familiar. I'm quite sure it's from Final Fantasy V. "Four Hearts" and "Unknown Lands" come to mind, although I may be complete wrong with my guesses.
Thanks, Couillie! Seems like I got only the game thing right. ;P
author=Noel_Kreiss
I love the concept of the Arrowny Gallery! I just hope that the guest characters also offer some variety to battles and will not be just substitutes for some fully fludged party members due to their "guest" status.


Oh, and to address the guest character unlocks... they each have their own skill sets. Some of them have the same skills as other characters, when it fits their personality. For example, one of our unlockable characters is classified as a Saboteur, and will likely have access to some Red Magick abilities. Another, classified as a Puglisit, will probably be able to use some of the same Blitz techniques as Beclem. Assuming we don't run out of space for abilities, each one will have something unique to them, though.

Each unlocked guest can be equipped, and have one Limit Break. The only thing they can't use are Paradigms. Each unlocked character joins the party at level 1, for those who want to fully determine their stat-raising path with Focus equips. So far, our list of characters to unlock is at around a dozen, as that's around the same number of guest characters the player will have access to for brief periods of time throughout the main story.

We may decide to add more, just for fun, at a later time.
Unlocked characters starting at level 1 is a turn on for me, actually. I actually like when you get a character they start at level 1, no matter how late they could join your party (maybe with the exception of Final Fantasy VI where I had problems with grinding the characters so I could actually complete the battle for the frozen esper in Narshe when the three groups reunite because it was a difficult set of battles for me). It kinda excites me seeing characters grow level by level from the very beginning.
I like a lot this kind of scenery. I love when maps are fully drawn instead of tiles (but love tiled maps too, it's complicated). But the only things I feel that let me unsatisfied are that maps are HUGE and pretty empty (for now, that is).

And the other thing is that, when characters move, they break the feel of a non-tiled background. I mean, there is a lot of curves, the grid has been broken on the maps. But then characters move attached to a grid, and it kind of breaks the potential I see with these huge, non-squareish stages.

Other than that, I can appreciate the amount of love that has been put in this game. It has so much things that set it apart from other fangames and even the main series.
janussenpre
愛・おぼえていますか
1274
Thanks orochii! I'm glad you like the scenery.

Some of the maps that you saw are still unfinished. I still need to add some extra doodads and fauna to some of them. With that being said however, I've never actually been an opponent of huge uncluttered maps.

My aim has always been for realistic looking proportions as opposed to rpg maker looking maps. I've never been a believer of the 3 tile rule. Some of my maps will look big and empty because well... real life places often look big and empty. Naturally, I'll try and strike a balance since this is a game and not a real life simulator.

I used to be a Dungeon Master for many D&D campaigns and that gave me a lot of world building experience. One thing I've never liked about video game RPGs is how everything is minimized/condensed for convenience/practicality's sake. Why does a capital city that houses a standing army of a couple thousand soldiers (not even counting the civilian populace) have less than 10 buildings?

Thankfully, the new Travel system that William and I will be using mitigates this issue.

On the topic of character movement... William and I *did* briefly discuss free movement. I suppose I would not be opposed to it, but we'd have to do some research. My initial concern was that it would lag the game like a ship anchor.

Anyhoo, as always, thanks for your support! I'm excited to show you more in the future! :)
I actually have a script in place that allows for, well, I just want to say "better" movement. It's not a pixel movement script or a traditional 8-directional movement script (the kind that requires a second character set for diagonal poses), but it allows some more options.

It isn't perfect, though. It's more of a tileset layering issue than it is an issue with the movement itself. I'm working on finding a middle ground so I can include it (it's actually been in the game for months now, I just don't keep it active when I'm recording things for fear that I might catch one of the visual glitches by mistake and have to start the recording over again).
I tried really hard to look for things to be picky about, but I really couldn't think of any. I was even thinking, "if the ship has an adamantite hull, why isn't there any on the beach?" But then I remembered it crashed into the ocean so metal obviously would sink, not wash up on the beach. So sorry to continue the trend, but I can do nothing but rain compliments upon you :P

Great job! The custom mapping looks fantastic(I especially like that you based the landmarks off real ones), Reeve's character portrait has so much more... character... than it used to have, and the first boss wasn't a complete pushover(which has turned me off from games before.)
author=coolopotomus
I tried really hard to look for things to be picky about, but I really couldn't think of any. I was even thinking, "if the ship has an adamantite hull, why isn't there any on the beach?" But then I remembered it crashed into the ocean so metal obviously would sink, not wash up on the beach. So sorry to continue the trend, but I can do nothing but rain compliments upon you :P

Great job! The custom mapping looks fantastic(I especially like that you based the landmarks off real ones), Reeve's character portrait has so much more... character... than it used to have, and the first boss wasn't a complete pushover(which has turned me off from games before.)


I always had it in my head that the Adamantite was integrated into the ship's hull and frame, but I guess I can explain that better in-game. I even made the first boss a TAD weaker in the video because the animation for one of his attacks wasn't finished yet (Wave Cannon). Glad you liked it!

Some huge updates coming fairly soon to a blog post near you.
janussenpre
愛・おぼえていますか
1274
Glad you like the maps coolopotomus!

I've been using a lot of real life/film references for the designs of our game world locations. It's a massive undertaking, but its been pretty fun so far.

And yeah, Reeve looks so much better than before. I kind of want to pretend the old versions never existed, hah.
I noticed you changed the song that's used during the bomb fight. That sucks, since I loved that song.
This game seems really awesome. Looks very good. Im a BIG FF fan so this really intrigues me. =) Cant wait to play this game !

Keep up the good work mate. Looking forward to play ;)

I can agree that the mountains look a little bit too cartoony.
But all the rest, gameplay , characters , events etc was simply amazing ! :)
Thumbs up and keep up the good work m8 =)
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