Final Fantasy Fans

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miércoles, 31 de diciembre de 2014

Final Fantasy V-II: Sacred Chains




"Los Cristales Sagrados se han utilizado siempre para vencer el mal del mundo con Los Guerreros de los Cristales, utilizando tanto la magia de los cristales que otorgan con valentía el guerrero y de la voluntad, para vencer el mal juntos para desterrar en el reino de la nada. Los guerreros no son los únicos guardianes que podrían utilizar el poder de los cristales, la leyenda dice que hay cuatro dragones, que se pusieron en el sueño eterno por su naturaleza y el poder para destruir el mundo dice tambien la leyenda ... si el poder. de los cristales cayeron en las manos equivocadas, los dragones pueden ser revividos ...

... El resurgimiento de la destrucción del mundo ".

Después de la batalla con Exdeath, Bartz, Lenna, Faris y Krile fueron por caminos separados.

A medida que el nuevo gobernante de Typhoon "new" y con Faris ha vuelto a su tripulación como su Captaín pirata, ella se queda en el castillo, siempre recordando el pasado que una vez tuvo con sus amigos. Ella quiere ir a buscarlos ... pero ¿cómo va a reunirse con sus amigos?

Lenna piensa de una manera de reunirse con sus amigos, entramos Zeke ...

Zeke es un mago con el poder de cambiar la forma de su magia, siendo Blanco, Negro, Azul o incluso la magia arcana. Zeke se despertó de repente inconsciente por una cantidad desconocida de tiempo, debido a esto, él sufre pérdida de memoria y no recuerda nada excepto su nombre. Después de despertar, se encuentra en un bosque, ya que sufre de amnesia, este bosque es un misterio para él. Como Zeke vaga por el bosque, se encuentra con un hombre de brillante azul y blanco armaduras de camping en el bosque ... podría ser ...?

- Los personajes originales, además de algunos que eran sólo NPCs!

- Sistema de Trabajo, con 8 nuevos puestos de trabajo!

- Hechizos Nueva Invocar!

- Nuevo personaje Designs!

- Banda sonora completa de MP3, que consta de algunos platos clásicos y nuevos!

Final Fantasy: Endless Nova



Like any other FF game with respect for itself, Final Fantasy - Endless Nova is set in a completely unique and detailed universe. Delita Hyral X has looked up at the sky and invented a whole civilization amongst the stars. The inhabitants of this world live in a solar system with a sun that has entered the beginning stages of a supernova. For some unknown reason the sun does not explode, and years go by with all the people forgetting about the impending danger. A great war that took place over 400 years ago left a once mighty nation in ruins. For decades the once proud people wander the planet Coyas aimlessly, not managing to begin a new civilization. Then an unknown scientist discovers the secrets of space travel and a way to make asteroids habitable, and the people start migrating to outer space. And thus the mighty asteroid colony of Finel Capital is born. As they start to explore the solar system, they discover that it is surrounded by an impenetrable asteroid/debris dome. This dome traps them from the rest of the universe, and thus the name Hells Dome was given.

You start the game as the carefree young Deren, previously a soldier under the command of the evil Sho. Sho left you to die on an asteroid after you refused to follow his orders. There you teamed up with the android Motor, who was discarded for being faulty, and you have stood against Sho's dictation ever since. One day you get a chance to make life a little bit worse for Sho, as a friend of yours has been taken by Sho's soldiers. He stole a weapon prototype your friend was working on, and now you have to bring it back before Sho uses it on innocent people. Needless to say, things don't go exactly as planned, and you find yourself hunted all over Hells Dome. You will, however, get away from Sho with the weapon prototype, but also with a new team member; a small girl who has lost her memory. Feeling sorry for her, you decide to try and help her to the best of your ability. Your first idea is to take her to a doctor who once saved your own life. He lives in another city, on a different asteroid. Seeing as you can't stay long in the same place, you decide to make him the first stop on your journey. The fact that she looks different to any human in Hells Dome doesn't help your escape. You will have to keep a low profile and disguise her as best you can.

This is how the hunt of your lives begins. It is a hunt that will make you travel across the whole of the known universe, and even beyond into the unknown. You will team up with others along the way, and together you will fight for god, country, universe and most importantly for friendship and love.

There are 7 different playable characters, each of whom uses different weapons and has unique special abilities. There are about 300 different maps to explore, as well as many mini quests (and also a working arcade and casino), not to mention the items, weapons and armor available in the game. As with every Final Fantasy game, you must try to make the most out of every character. This means that you cannot have it all, instead you will have to compromise - should he or she get more Vitality at the cost of a low Speed? Should you try to enhance the good attributes further, or should you try to make the character balanced? Whatever you decide on, it had better work as there are lots of different monsters loose in Hells Dome.

Final Fantasy: Blackmoon Prophecy plus!



Do not report bugs/issues with this game. After 10+ years of staring at this game, I've officially moved away from it. If you have any issues in the game, feel free to contact me and I'll try to point you in the right direction.

Do not edit the game without first applying the David patch. This is because some monsters have over 1000 attack/magic and 100,000+ HP. Editing without the David patch will reduce monster stats to rm2k3's default maximum values. Ignore this warning if you already have applied the David patch to your rm2k3.

What is Blackmoon Prophecy?
A Final Fantasy fangame that I started long ago in 2003 that is meant to emulate the first six entries of the series (though I mostly focus on FF4 and FF5 for gameplay and mapping, and FF6 for battle aesthetics). Aside from just being a fangame, Blackmoon Prophecy is also a tribute to Final Fantasy in the sense that I'm trying to put together many of the things I loved about playing RPGs growing up into this game. It's a love letter to retro gaming and our childhoods.

What's with this whole "Plus" deal?
The Plus! update adds DynRPG support by including several patches made using it such as faster ATB bars, a play time counter on the menu, and more. Additional content in the game includes a new section to the arena, a new optional dungeon, a few reworked cutscenes, and various bug fixes.

How long is the game?
My best guess is about twenty hours, but I'm not 100% sure. My testing sessions were broken up very often so I can't measure how long it took me to beat the game personally. I'm certain that it was over 15 hours though, and since I made the game I expect the average time to be higher than that for everyone else. My best guess is 20+ hours.

Do I need the RTP to play?
Heck no!

Are there any impressive custom systems, impressive features, etc?
Long story short, no. The early Final Fantasy titles were not known to blow our minds with amazing features (FF3 and FF5 were really the only ones that did in my opinion, and only because of their job systems).

There is no steal command, "throw" items are selected by going to items and choosing the item to throw, and "jump" isn't a command, but rather several different abilities that have jumping animations.

As a result, Blackmoon Prophecy is just a retro romp that just tries to recreate what we all used to feel as we'd trudge through all of the caves and dungeons of the early Final Fantasy games.

The most advanced aspect of Blackmoon Prophecy's gameplay is a simplified version of Final Fantasy 8's weapon upgrading system. A few minigames can possibly be included as well (auction house, betting on chocobo races, etc.) but this game is kept simple to emulate the simple games it is inspired by.

How many <insert something here> are there in this game?
Permanent Playable Characters: 12 (3 being optional/secret)
Temporary Playable Characters: 2
Equippable Items: 150+
Mandatory Dungeons: 30+
Monsters: 400+
Playable Hours: 20-30 hours (presumably)
Optional Dungeons: 10+
Towns: 20+
World Maps: 3

Final Fantasy: RM2K3


About

A long time ago, before RM2K3 came out (Or at least I didn't know about it) I was making a game for myself for fun called Final Fantasy Dreams. It was a Text Adventure game I was making in C++. At the time I didn't know about RM2K or 2K3 and when I found out, it opened a whole new door for me.

Story

A mysterious cave which was located on the furthest reaches of the world. The very mention of the cave sparked the interest of every adventurer, every scientist, and every archaeologist. However, the cave refused
to accept visitors, for nobody ever came back. Except for one man who did. A man who came back blind and deaf, but able to speak, carrying a message...

Beware the man with the eye, and the voice, of God.

Immediately, the appearance of four "Crystal Towers" ended the "Whispering Cave" era. Until two friends decided to go to the place now called...

The Paradise of God

They know that a tough journey lies ahead of them. They don't know how they will get there. Yet they are
willing to discover the secrets. The answers all lie within. And the only way to find out.....is to go.

Systems

Steal System - Basically most FF's

Bushido System - FFX Style, WITH timers IN the DBS

Limit Break System - FF7 Style, More damage = Faster filling bars

Summon - FFX Style summon system with over 500 frame animations

Gil Toss System - Like FF5

Blue Magic - Kinda like FF9 and last but not least

Kamikaze System - FF8 Style.

Auto-Phoenix - As seen in FFX

Lots of sidequests and optional bosses, some of which the average player will never even find.

Conclusion

So you see, my main mission was not to make FF Fangame NO#58421, but rather to make a game as close as possible to the real (SNES) thing using the best from all systems.(To date I have never seen a fan game using all of this, maybe there are?)I could have used other characters but then, FF7 was my favorite.


Final Fantasy VII: 2D



Hey guys, finally submitting a page here so my game is more accessible. TLDR: project is largely on hiatus, but I do plan to finish the bombing mission.

A little about me:

I graduated from a Bachelor of Engineering Majoring in Software Engineering 2 years ago, and I'm currently working as a web developer for a small company (PHP and Javascript mostly).

When I started my degree I decided to experiment on a high level with the programming concepts I was learning in something I was familiar with; RPG Maker 2003. Over the years I've seen many people attempt a 2D remake of FF7 and fail, so I thought I'd try do it right.

About the remake:

My core goal is to make the FF7 that would've existed if it was developed in 2D instead of 3D. We were so close to living in this reality, so I find it an intriguing idea that I'm almost writing this love letter of a game from an alternate dimension. To that end I'm really fortunate that FF7 was designed, albeit unintentionally, in such a way that it's very easy to relate back to 2D.

The game itself is made in RPG Maker 2003 (rm2k3), however the only built-in feature I'm really using is the tiled movement for the field. All the other systems (menu, combat, message boxes/text, etc) were built from scratch using rm2k3's event scripting. As a game engine rm2k3 is extremely restrictive so I'm using quite a few hacks to make it more bearable (special thanks to Cherry, who is well known for his RPG Maker hacks).

The bulk of the time spent developing the remake has been reproducing the menu and battle system in excruciating detail, which was my starting point before I even touched the art assets. 95% of the game mechanics are well documented, thanks to qhimm.com, such that my remake also plays exactly like the original as well as looking like it (this is why I say remake instead of demake). Even though my remake only has a few scenes, the menu and battle system are functionally able to handle all the mechanics in the game (I even use the exact same enemy AI). What isn't well documented is the behaviour of the interfaces, which I've spent a lot of time studying to make sure mine are 99% accurate.

Another part of replicating FF7's feel was in getting the art style right. If you look at the pre-rendered backgrounds in FF7 they really do look like crap - you can tell the artists didn't know how downsampled the renders would be in the final product, so there's a lot of blurry things-that-you-aren't-quite-sure-what-they-are everywhere using way too many colours. I translated this feeling to my sprites by using really rough dithering that gives it that same shitty feeling that is very FF7. I also use the exact same colour palette, such that if you reverse image search screenshots of my remake, it will return results of the original game. To make sure Cloud's battle animations felt the same I recreated them frame by frame in 2D (not rotoscoped).

I'm probably the only person who's glad the PC version of FF7 used midis because I was able to dump them, add flags so they loop properly and use them in rm2k3. Similarly I was able to dump all the sound effects as well (sadly there's over 700 of them and they have no file names - that's been fun). My remake wouldn't feel nearly as authentic without these, so a special thanks really has to go to the folks at qhimm.com who have done fantastic job reverse engineering FF7.

Where I am now:

The real FF7 has over 700 scenes, and the process for replicating each one takes me at least a week (I don't use tiled graphics - each background is drawn by hand, pixel for pixel) - you just need simple math to work out how long it would take me, and this is ignoring the additional time needed for character and enemy sprites. My personal goals have already been satisfied though - I gained experience designing/implementing complex game mechanics, and I answered my question of if you can really make a 2D game feel like its 3D counterpart (hint: it's yes!). I still want to finish the bombing mission to make a complete package of "what it might've been like", but my progress on this is glacial - the work left on this is Barret's battle animations, a few enemy sprites and about 7 more scenes.

What I didn't account for when I started the project was my own personal development, and I've moved beyond it being time well spent working on this project. I'm a full blown software engineer now and I'm capable of much more than a remake in rm2k3. Where I used to have insane amounts of free time, I now work full time and have a girlfriend I care about, so I'm very particular with what gets to occupy the remainder of my time. I want to start developing my own games that I have the rights/abillity to release on Steam or Android/iOS, so my remake is on hiatus, although I do return for it from time to time when the motivation strikes.

lunes, 29 de diciembre de 2014

Final Fantasy: Blackmoon Prophecy II





One hundred years after the events of Final Fantasy Blackmoon Prophecy, the world of Gaia has recovered from the conflict with Emperor Belmont, Malacore, and Zeul which saw a group of adventurers, today known as the Light Warriors, save the world from certain doom. Inhabitants of the former Esper World, now known as Lupin, have become accepted by the Humans of Gaia, with the two races working side by side.

Much of the world has changed greatly since the Light Warriors defeated the evil entities which threatened the world, though residual effects of the conflict continue to harm the world. The merging of Gaia and the Esper World, officially known as the Great Cataclysm, continues to have an effect on the inhabitants of the planet as various lands give way and sink into the ocean.

The former kingdom of Branch has suffered the greatest, as most of the kingdom has vanished into the ocean, which prompted ambitious rebels to rise up and take what was left of Branch, creating a new kingdom out of the ashes of the fallen one and naming it the Berona Republic after its founder, Carwen Berona.

The Crystals of Element, having since reformed since their destruction at the hands of Malacore, are believed to be all that keeps further side effects of the Great Cataclysm from occurring.

The rebuilt Lindblum Kingdom stands proudly as the world's fastest growing economical and military force. With the fierce backing of Esperkind behind the kingdom, it appeared that nothing would disrupt the immense prosperity that Lindblum was experiencing until Esperkind suddenly turned against Lindblum. The game follows the adventures of a young Augurer (specially trained anti-Esper monster summoner) named Zephyr Highwind who is forced to abandon his simple lifestyle of looking after Winter, a white chocobo which belonged to his deceased sister Ezra. With new friends aiding him, Zephyr seeks to put an end to the rising hostilities between Lindblum and the Espers, led by Ramuh, before the conflict engulfs the entire globe.




Zephyr Highwind: The main character. Zephyr is a young Augurer from the Lindblum town of Neirbrook who looks after Winter, a white chocobo belonging to his sister Ezra. Zephyr's father was an Ivalician dragoon. He is very carefree and loves to have fun and go on adventures. The safety of his friends is paramount to him. He is a fledgling swordsman.

Reiner Ardell: A Lindblum Augurer from the town of Kaipo. Reiner is an experienced soldier as well, with duty and honour coming before all else. Reiner doesn't particularly care about forming connections with others, only socializing to break up awkward silences or to lecture others. He prioritizes hsi mission above all else.

Hautley von Muir: An eccentric old magician who serves a point of communication between Lindblum Castle and the Saradin Mage Tower. Hautley is an experienced user of black magic who was taught the craft many years ago by Oalston Saradin prior to his passing. Hautley is the only character in the game who learns black magic from leveling rather than from reading magic tomes.

Carina Madeen: A young white mage from the remote island town of Branch. Unlike the rest of her town, she does not worship the elusive "Graviton" deity. Carina is a talented healer who believes in the sanctity of life. She is fiercely opposed to death, feeling that even the most despicable criminals can be saved. She wishes to one day travel the world to help the sick and the wounded.

Silas Hedgeley: A young Mohadmalan who happened upon the armor of a fallen warrior at the base of Mount Houzell. Adorning the armor, Silas decided to make use of the armor by training as a swordsman. Silas is a stern young man, but has a heart of gold. He is always looking to do good deeds, and is hopeful that one day he will be able to identify the mysterious old sword he found with the suit of armor.

Jasmine Amiro: An apparent young woman who has come to be known as The Timeless One. One hundred years prior, exposure to energies of the Genesis Obelisk on the moon rendered Jasmine as sub-immortal being, her body aging ten times slower than normal. As a woman who has seen much in her long life, Jasmine is often sought out for advice. She is an inhabitant of Ivalice.

Sapphire Ling: An orphan who grew up in the Village of Zen. She was found in a basket with a note saying that her name was Sapphire, but she also goes by her adopted name of Ling. She is a skilled user of ninjutsu who likes to look out for the poor. Sapphire has an exceptionally soft spot for fellow orphans. She is highly experienced in battle with the ninja sword.

Edric Csardim: A Lenadian knight well versed in the chivalrous code of his profession. Edric stands for justice above all else, which can lead to him coming across as being cold and distant at times. He is an exceptionally talented fighter, having served Lenadia for nearly twenty years. His chosen weapon is the spear.

Bolt Redford: An urchin living in the streets of Berona City. Bolt earns his name for his swift nature and ability to pickpocket anything that moves. He has a very daring and frisky personality, and he feels that he can do anything that he sets his mind to.

Trigger Ramsay: A master engineer hailing from the Berona Republic. Trigger's seen and done it all, often working with famous names such as Ivalice's experienced physicist Markim Alunira, or the Eidolon known as Godot. Trigger has a short fuse and doesn't tend to like people very much, but he's an exceptionally hard worker who always gets things done thanks to his headstrong and stubborn nature. He is an experienced sharpshooter, always carrying his pistols everywhere he goes.

There are also two hidden characters who will remain undocumented, but I'm sure that the good people of RMN will have no trouble finding out how to obtain the two characters after the game is completed.




Achievements
Blackmoon Prophecy II will have a whole slew of achievements. They will range from simple "find X treasures" to more complicated ones such as obtaining all characters, defeating all optional bosses, and finding secret things in the world. Several achievements will even come with rewards. These will not affect gameplay and will simply be fun gimmick/visual/vanity stuff like alternate costumes and minute changes to the world.

Arena
I'm still debating on how to have the arena set up this time around, but I'm still going to have a reward system similar to the first game where you'll be able to receive rewards based on how many fights you've won. I may make it work similarly to how the battle square functioned in FF7, meaning continuous battles until you lose. In between fights, an NPC who oversees the fights will put random buffs on the entire party which may be positive or negative. If they're positive, awesome, but if they're negative? Then it's up to the player to overcome the odds that are stacked against them ever so slightly. While I'm excited to work on the Arena, it won't appear in any demos/builds/whatever until the game is almost finished. I am putting it off so that I can get the balancing just right.

Auction House
Located in Lindblum City, the auction house functions much like it did in the first Blackmoon Prophecy (which functioned exactly as the FF6 incarnation). With the auction house being in a major city that the player will spend a lot of time in, I've decided to make it so that loot tables will change more frequently based on where the player is in the game. In the first Blackmoon Prophecy, rewards from the auction house only changed once during the game (after the worlds merge) but, in the sequel, I'll aim to make rewards change several times throughout the story so that players will often see different items popping up.

Crafting
In the first Blackmoon Prophecy, crafting was present in the form of upgrading equipment at blacksmith shops. In Blackmoon Prophecy II, crafting plays a much larger role. Every weapon you can obtain must be created at a crafting shop using various materials the player has collected. There will be many ways to obtain ore such as purchasing it from shops, looting it in dungeons, or acquiring it from monsters.

Gambler's Den of Chance
Sitting beside the auction house in Lindblum City's Lenadian Market, the Den of Chance is something we've all seen before. You're presented with several mystery boxes that each contain an item and you must choose which one to open. It's nothing groundbreaking, but it's a fun little diversion if you like games of chance. Also, who knows, you may get an expensive item that costs much more than the price to play!

Headquarters Upgrading
About an hour into the game, a spastic moogle named Montblanc will enlist the player to help him furnish their headquarters. Players can purchase visual upgrades for several rooms, some of which have actual functions like a music box that changes the BGM of the headquarters or a stove that can make ore. Players can also recruit NPCs to come work for them in their headquarters. Some of these NPCs will show up as vendors that can upgrade their wares if players invest in their operations, and others will simply offer interesting dialogue such as a librarian NPC who has information on lore from the first game for those who never played it. Also, every NPC that is recruited contributes to a bonus reward that players will receive for completing side quest with the Augurers. Recruit one NPC and you'll receive an additional 250 gold. Recruit eight NPCs and you'll receive an additional 2000 gold!

Hidden Dangers
Everyone likes optional bosses/dungeons! The first Blackmoon Prophecy had plenty of these and the sequel is not any different. There will be several optional dungeons late in the game such as the monster infested Kusku Salar located in Lindblum's salt flats, or Lukahn's Workshop in all of its weird mechanized goodness. Optional bosses will be familiar and unfamiliar as some are returning bosses from the first game, a few are established optional bosses in the Final Fantasy series, and a select few are original ideas.

Minion/Pet Battles
This idea spawned from another suggestion my composer had for me on Skype. He originally proposed having upgradeable chocobos, but I didn't want to take any thunder away from Winter, the main character's chocobo. This idea made me think of something else, as I replaced chocobos with standard Final Fantasy monsters such as bombs, cactuars, tonberries, etc. Essentially, monsters will show up on the map on rare occasions when the player reaches a specific point in the story. As an Augurer, the main character is able to command and summon monsters, and initiating a battle with one of these monsters that actually shows up on the map will allow Zephyr to use an ability on the monster to tame it. After doing so, the player will be able to place it in a stable at the Augurer Colosseum. From here, players will be able to feed and train their monsters, which will improve their HP and attack values. The monsters can be entered into battles with other Augurer pets in the colosseum, and winning these battles will reward the player with helpful items. If your monster loses? It will return to its stable and will require a phoenix down to remove its KO status. Monsters I'm currently planning on using for this are... buel, bomb, cactuar, coeurl, flan, lizard, mu, tonberry and veteran.

Post Game
After defeating the boss and watching the ending, the player will be returned to the world map where they can complete unfinished content, challenge optional bosses, or just take part in side content. NPCs will respond appropriately to the fact that the final boss has been defeated, and the general tone of the post game will be much lighter.

Side Quest Galore
Do you like side quests? Well then, you're in luck! Blackmoon Prophecy II has tons of them, and almost every location you visit will include them. The Eldritch Cave, which the player visits roughly 10-15 minutes into the game, contains the first one which involves collecting aquamarine gemstones and turning them in to gem hunters who reward the player with gold (the amount received depends on how many aquamarines are being turned in). Several more side quests appear about 20-30 minutes later when the player reaches Lindblum City, like helping Montblanc build up Bacchus Garrison or taking part in the goofy rivalry between Biggs and Wedge as they bicker back and forth and hatch up schemes to get revenge on one another.

Tetra Master (Triple Triad)
Triple Triad, identical to the FF8 incarnation, is in. I've skinned it to look like Tetra Master from FF9, so I've combined the great gameplay of Triple Triad and the nice art style of Tetra Master to make... well, I'm just calling it Tetra Master. Players can visit Tetra Master hubs in major cities/towns across the game world to challenge card house employees or hummingways to games. The card house employees play with basic leveled decks and sell the weak cards so that players who find themselves losing a lot will have a way to prevent themselves from flat out not being able to play anymore. Hummingways, however, are the true masters of Tetra Master and can challenge players of all skill levels. Hummingways use all sorts of different rules when they play and beating one may take time, but the reward is always worth it due to the fact that hummingways carry rare, one of a kind cards. There are 110 cards that can be collected and used in Blackmoon Prophecy II.

Winter's Saddle
This isn't really a BIG feature and it's not even very impressive on a technical level, but it's still a handy little addition that I like. At any moment on the world map, players can use the saddle of Winter, the main character's white chocobo. This will spawn Winter on the map who the player can then ride. This allows players to completely bypass random encounters on the world map if they wish, and it also lets them get around faster. This allows overleveled players who are tired of fighting a chance to avoid a significant number of fights, or players who feel they might be pressed for time can use Winter's saddle to speed up their progress in their play session a little bit. One dangerous side effect to this is that excessive reliance on Winter's saddle may result in players being underleveled. While the saddle is certainly very handy, I wouldn't recommend using it at every single opportunity.




Why did you go from saying you wouldn't make a sequel to actually working on one?
I think it's because the first game took up several years of my life. I spent upwards of ten years with that world, the characters, everything. When I finally finished the first game, it was a real load off my back and I felt immense relief, but I also felt almost saddened by the fact that I was saying goodbye to the fictional world and the people living in it that i had worked on for so long. I guess it's like when an author spends several years working on a story, they get genuinely attached to the characters and places in it. Maybe they feel like they have unfinished business in the world they created, so they write a follow-up book. I feel as if it's the same with me. I spent so many years with Blackmoon Prophecy's setting that it really grew on me and I didn't quite feel really to bid farewell to it. There's also the fact that never before have I ever had people clammering for a sequel or more content. I tried to do something original with Shattered Wings, but the reception just wasn't there. My projects get the most attention and exposure when they are fangames, so I decided to make a sequel to a fangame that I knew people would pay attention to rather than an original game that would disappear in the vast sea of games on RMN.

If it's set in the same world, are we going to visit the same places? Will the world map be the same?
The world is the same, only 100 years later. Large chunks of land were cut away when I was brainstorming the world. The loss of so much land then developed into part of the story. I did not make a carbon copy of the original world map because, if I did, players would be exploring the same map again and there wouldn't be a sense of discovery or exploration. The new world map is based on the third and final world map from the first game. I've taken a lot of creative liberties to change it (aside from the sinking lands, which is explained in-game) such as altering paths on the world map and putting mountain chains and such in places where there weren't any before. As a result, returning players will have a greater sense of adventure and discovery than if I simply recreated a previous world map.

Will having experience or knowledge from the first game be necessary to play Blackmoon Prophecy II?
No. The two games are set in the same world but tell vastly different stories and you do not need to play one to understand the other. Think of Chrono Trigger and Chrono Cross, you do not need to understand the events of Chrono Trigger to be able to fully enjoy Chrono Cross. Same deal here. All important events from the first game will also be summarized so that new players can understand what went down one hundred years ago.

How many references will there be to other Final Fantasy titles, or even the first Blackmoon Prophecy?
Things got a little silly at the end of Blackmoon Prophecy, with EVERYTHING being named after a piece of Final Fantasy history. This is not the case here, as I'm sticking more originality into the sequel. I am still retaining names that I used in the first game of towns that have survived since ten (Albrook, Crescent Village, Kaipo, Mystic Mysidia, etc.), but I won't introducing any new towns based on old ones so don't expect to see Fabul or Narshe surface. There will be a lot of things returning from the first game to keep returning players feeling a sense of familiarity such as the GPS pads on the world map, so expect more kupoing as you adventure across the world!

Any neat things being added that weren't in the first game?
Crafting will play a much larger role, as weapons will be able to be upgraded like in Final Fantasy VIII. Crafting will be the primary way to obtain weapons, but they will still be able to be found using other means. There will also be a military base in which the player can purchase cosmetic upgrades for and bring in NPCs to fill the place up. The NPCs themselves will mostly all fill vital roles such as selling goods, providing crafting/upgrading services, giving out side-quests, and being tied to minigames. Achievements, a bestiary, Tetra Master (a disguised version of Triple Triad) and more are also present.

What characters are not returning from the first game?
Godot and Jasmine are the only returning main characters from the first game, though Siegfried's armor returns and is worn by a new person (Silas). Many magic-based NPCs return such as various Espers, and a few deceased characters will return in one form or another.

What locations are not returning from the first game?
There are several of these. Notable locations that aren't returning include Branch Castle, Cave of Surt, Jack's Shack, Meksicburg Port, Mohadmal Pyramid, Mount Mysidia, Mount Ozma, Silvera, Surgate, Tower of Babil, Tower of Trial. Most of those locations were lost to the ocean with various lands sinking. The only exceptions are Mount Mysidia (rock slides have blocked it) and Tower of Trial (Nobumasa had it torn down after becoming grandmaster).

How easy or hard will the game be?
I want this game to be challenging. It will be very easy to wander into areas you shouldn't be in, and optional dungeons meant for end-game play will be visitable early in. The four kingdoms in the game each have a degree of open world exploration to them, so it is not impossible to find yourself somewhere you'll quickly regret entering. I also aim to have bosses be tough as nails. Random encounters won't be terribly challenging since they'll be all over the place, but bosses? I want you guys to fight for your lives. Literally.

Is there going to be more than one world map again?
There will only be a world map of Gaia's surface, but the Underworld will still be in the game as a series of individual location maps. Regarding the Underworld, it's probably not going to look anything like it did in Blackmoon Prophecy after quite a lot of weird underground activity over the last hundred years.

Will there be a lot of super bosses again? Or hidden characters like Bosche and Jasmine in the first game?
There are seven planned super bosses and two hidden characters.

What graphical style is being used?
Blackmoon Prophecy II abandons the FF4/FF5 chibi style in favour of a presentation that is closer to Final Fantasy VI. Everything's bigger now, and it will be fun to remake unchanged locations from the old game in this new style. The first Blackmoon Prophecy felt like an homage to Final Fantasy IV more than any other game but, with this sequel, I want to have nostalgic feelings of Final Fantasy VI resonate in my players. If the first game had this new style, the following sprites (left to right) would accurately represent Gilgamesh, Darius, Vahn and... well, the female sprite doesn't resemble anyone from the first game.


You say that you want to evoke FF6 nostalgia, but <insert thing here> wasn't in Final Fantasy VI...
I use Final Fantasy VI as inspiration, not a source of material that I want to copy 100%. The battle system, learning black magic via tomes, upgrading weapons, and other concepts that were not in Final Fantasy VI. I simply want my resources and chosen music to evoke fond memories of Final Fantasy VI. I'm not aiming to recreate the experience that Square provided in that game.

Do you want help?
Yes. If you think that you can contribute in any way at all (graphics, music, scripting, anything) then send me a message. I'll likely post when I'm looking for someone to help me with something but, if I don't have a recently posted request, don't let that deter you! I'd love to hear from you!


Final Fantasy VIII: Sleeping Lion Heart


 HISTORY

Almost two years have passed since Squall and his comrades defeated the witch Ultimecia and brought peace to the world.

A peace that was short-lived.

Dollet, sensing Galbadia's weakness after the tyrannical rule of the possessed Sorceress Edea and the many conflicts with SeeD, rallied the resistance factions and remaining Timber military to their cause and set out on a crusade to reverse what the Sorceress War nearly two decades ago did.
Barely six months after Ultimecia was defeated, the world was at war again.

Balamb Garden and SeeD, originally intending to remain neutral in the matter, the route Esthar took, were called upon by the the Timber resistance factions after SeeD's contract with the Forest Owls was leaked. Unable to back out of the all-encompassing "until Timber's independence", Squall and his comrades were washed into the escalating conflict with Galbadia. Galbadia Garden, barely re-established, allied itself with Galbadia unconditionally, pitting SeeD against SeeD, the casualties beginning to rise massively.

And under the surface, a new threat is beginning to rise, a threat that will not only put many lives in danger, but change the world forever.


  • GFE is short for 'Guardian Force Extension'. PAE is short for 'Physical Ability Extension'. 'Extensions' are metallic accessories developed by Esthar as a replacement for Junctioning Guardian Forces, and are called 'Extentions' because they are an 'extension' of a Guardian Force's power, and a PAE is an extension of a person's natural power.

  • Although a GFE erases all memory erasure caused by the junctioning of GF, it means that their full power can be used (no more Summonings, sorry- plot device!). Because of this, a number of SeeD had continued to still dominantly use GF's.

  • PAEs were developed to compensate for this removal of power and grant the user new power. Equipping new PAEs can change their skill list to something elemental or status based, but the core of a PAE rests in its user.

  • PAEs, essentially, are the definition of classes. The 'Class' tab is used to name the character's PAEs. For example, Squall's is Relentless Revolver.

  • GFEs accumulate in levels, and the higher the level, the closer the Extension is to the real power of the GF. However, it can never be fully replicated.

  • For ease of databasing and equipping, 'special' members still use PAEs.

  • Additional GFE slots can be gained, and there is an additional PAE slot gained later in the game to allow 'sub-classes' such as Thievery (adding Mug and/or Steal) or Medic (Adding Recovery and/or Treatment).

  • As demonstrated above, GF additional skills can be added through PAE, but they can also be accessed by higher level GFE, and some are GFE exclusive (for example, Diablos's Encounter-None).



GROWTH AND ABILITIES
Growth is handled mainly by the story. As it progresses more items become available and PAE’s become stronger (more items means higher GFE levels are creatable). The player can equip up to a maximum of 3 GFEs by end-game and ‘two’ PAEs- one character dependant (Such as Relentless Revolver for Squall) and one class-type (divided as Saber, other student classes as listed during the attack during Disc 2). The amount of skills PAEs and GFEs impart is different depending on levels. Like in FF8, players must equip commands, except this time it’s also limited to what skills the player can actually bring into a battle. Depending on GFEs equipped, the passive amount (normally 2) can be increased to 3 or 4 (Diablos, Bahamut and Eden GFEs so far possess this ability). The amount of skills a player can bring into a battle will most likely cap at 8 total. This is to ensure two things- strategy, disabling the player from loading up on GFE and PAE skills, and difficulty, for the same reason. For example, limiting passive count is crucial. Squall gets two passive abilities in his PAE- advancing versions of ‘Cover’ (taking damage for allies) and ‘Regen on Defend’. The player can choose to use both Passives- or they can use other passive granted by GFEs or sub-class PAE. For example, the medic-type subclass has Pharmacist (double item effectiveness) and Mag 20%+ (advances on level) and other GFE classes have elemental and status boosts. The player can probably have up to 10 passives to choose from. It’s up to them to choose one that suits current situations and the character’s strengths.
Level progression is required to be able to USE higher level PAEs and to grant access to the Synthesis of higher GFEs. More items of higher grades are needed for GFEs.


COMPATABILITY

Each character has several GF’s they’re compatible with moreso than others. This is an underlying mechanic which grants boosts based on the character’s predetermined class, the level of compatibility and the GF itself. This can give stat or elemental boosts that the player doesn’t see in ordinary menus and only contributes to skills of that GFE type. GFE compatibility can reduce GFE skill cooldown.

EQUIPMENT

Along with PAE and GFE characters also have slots for their Weapon, which determines their overall attack damage and effectiveness with either PAE or GFE type moves (different weapons are more compatible with either types- so basically, STR or MAG derivatives). Depending on how the player decides to use their character different weapons will be more appropriate.
Along with weapons characters can also equip one accessory. These can provide singular immunity to status affects without the need of a GFE, as well as lowering PAE skill cooldowns, affecting Material Power costs and levels, and increasing GFE compatibility (granting bonuses to damage output when using GFE attacks).

BATTLES

A Conditional Turn-Based system influenced by characters SPD and skill cooldowns. The system also has a reliance on mini events inspired by others in the Final Fantasy series- FFX being one of such, as well as FF8 itself (almost every limit break was a minigame of some sort!). Both enemies and characters are animated on the screen. Enemies generally have high amounts of health and require the player to make the best choices possible and take advantage of both their PAE and GFE skills in order to end the battle quickly and effectively. High numbers of both types of skills feature multi-hit, so taking advantage of enemy weak points, passive states and character classes is the key to coming out on top in Final Fantasy VIII: Sleeping Lion Heart.

FIELD AND DUNGEONS

SLH’s mini events do more than influence your skill effectiveness. In SLH, dungeons operate on effective co-operation of your player characters. Each member has different abilities that can open new paths, solve puzzles and help you progress. Each of these abilities is controlled by a mini-event. Majority of dungeon exploration in SLH is optional but either way it combines strategy in both field and battle scenes.
Enemies on the field engage in combat when they touch your party. When alerted of your presence, they will immediately chase after you. Later parts of the game will require you to avoid this at all costs.

MISSION OPERATION

Squall, being part of a military organization, tends to end up putting even normal tasks into the order of a mission in his head. Missions, viewed in the Menu screen, have a certain criteria of objectives that need to be finished before the mission can be dubbed complete. Squall can only take on one mission at a time, and in later stages these missions will require completing before the player can progress the story any further or choose a new mission- due to Missions requiring Squall and his entourage to be deployed into War Zones. There’s no cancel option on the battlefield, my friends.
The thoroughness of completion in each objective will determine Squall’s overall ranking, his monetary bonus and the effect the mission may have on further missions down the road. Everything you do has consequences- like in your SeeD exam, you are judged on Judgement, Spirit, Attack, Attitude and . Depending on your rank, rewards will be different. Of course, doing the best you can is the key to getting the best stuff!