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Pandan

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Everything posted by Pandan

  1. Started doing some work and built out a few sprites and a map for the Prologue The map concept is classic FE Prologue. Tried to go for an FE6 feel. The bottom would be your five units and there would be a handful of brigands taking control of the town. It's a simple seize map that introduces a number of FE essentials. There would be one brigand that will go and destroy villages to give incentive to move quickly even though it is a seize mission. Units: Lance Lord, Thief, Paladin, Swd Cavalier, Lance Cavalier Mug Concept Art (NOTE: These suck and are a draft until I get better at this Some other decisions: Would appreciate any and all feedback, just watched a few tutorials on events, and so I want to get the characters in order first before I start building those out.
  2. Thanks so much for the thoughtful reply - greatly appreciate the advice. I see what you mean about the map details, I'm sure drawing it out will be pleasant exercise as well. Good tip on the dialogue, I don't want to get too bogged down in that - it make sense that the story details should be hashed out and then broken down into what makes sense
  3. To preface this post, apologies if this is in the wrong forum. This is in part asking for advice on the hack-building process, followed by a plug for a concept that I have. I'm a long-time FE fan and have messed around in Nightmare a few times over the years to do some simple hacks like randoms, growth edits, item changes, etc. I've been kicking around an idea for a game, and I've come up with an idea that I'd like to follow through on. As I build this out, or rather, before I get too deep in the process, I want to better understand what goes into making a hack/game (I say game because by the time this is ready to be built, FEXNA may be released). I'm the kind of person that likes to put together a project plan and execute on that. By the time I'm actually inputting anything into the system and putting the game together, I want to have all the details mapped out and can essentially lift my files / ideas into the software, if that makes sense. I'd appreciate any advice from more experienced hackers on their processes / project plans that they've put together, and if there's anything else I should be aware of. Process 1. Story (all written content) - All exposition info written: World, characters, etc. - Plot Synopsis: Outline of plot and script - Script: Full script of game including all conversations that are triggered during the chapters (recruitment convos, etc.) - Supports: All character supports (thinking FE9 style if possible) 2. Characters - Stats: All character statsheets built out - Skills: Personal skills, class skills (if applicable, this is exploratory for me) - Growths: Growths built - Starting Inventory: Inventory for characters when they start/join - Recruitment: How characters join the army 3. Art - Mug Sprites: All playable, NPC, enemy and generic characters - Battle Sprites: All animations lined up and ready to use, custom animations built out - Maps: All maps built out (presumably in one of the hacking tools I'm not familiar with) - Weapon Icons 4. Gameplay - Chapter Requirements - Item Stats - Promotion Gains - Class Stats 5. Chapter Builds - Build out chapter gameplay concepts, wireframes of each map, along with add-ons such as reinforcements, events, turns, etc. 6. Assemble - Input all pieces into their respective software to build in the game **It's late as I write this so I may have forgotten some things, but any feedback is welcome.** As for the concept: Fire Emblem: Project Moon (Working Title) The continent of Yaska is undergoing difficult times: Famine, war and treachery spread across the land, but who is pulling the strings? That is up to you, the player to find out. You will follow 2 Lords over ~10 chapters each, before they band together to tackle the final threat. You first follow Daniel, Crown Prince of Mostyn, a small yet prosperous nation. Daniel is a youth who aspires to be a great king like his father. This adventure chronicles his first time leaving the comforts of his home. He is joined by allies such as Marc (a thief and childhood friend of Daniel), Tuna (a reformed pirate turned merchant), Holden (your Jeigan), Jayapura, (a runaway princess with no home to return to), Nancy (a mysterious shaman) and more. Daniel investigates the aggression of neighboring Freyung, a country ravaged by poverty and famine to uncover the reason behind the change of course by a historically friendly nation. You then follow Kalea, a vagabond, axe-wielding merchnat, who finds herself being hunted by a mysterious group of assassins. As she tries to escape her past, she finds that she cannot run away from who she really is. She explores who has put the hit on her and ventures to her homeland of Mahala, a reclusive nation surrounded by the desert. Kalea is joined by allies such as Uilani (her stern bodyguard), Leif (an arena fighter), Mithos (a womanizing and carefree monk), and more. Sorry if this is vague, I don't want to spoil the story. Here are some feature notes to summarize: - FE9 style supports - Classes from across different games (single weapon cavs/knights, anima triangle, wyverns with axes, trainees, Axe & Lance lords). Some archetypes make an appearance, alongside some more non-traditional arrangements - Stealing unequipped weapons. The game takes place in a fairly poverished time, so resources are going to be limited. It's definitely meant to be a thrifty journey. - Roughly 40 playable characters split into (2) routes, Daniel's story and Kalea's story. There will then be a handful of chapters where the two groups converge and take on the final boss I've started writing a script and have all of the playable characters mapped out, but before I go too crazy, I want to make sure I do everything I need before I start investing too much time in this. I will try to do as much of this as I can alone, although I may ask for help on certain things as we get further along. I don't want to ask for any outside help actually doing any work, until I have everything else built out so that it can be implemented easily when it comes time to actually build the game. To start, I'll likely only focus on one of the two paths (roughly 10 chapters) to get a feel for the game design and writing. Thanks everyone, appreciate the help and advice. This is an ambitious project, but I think if it's broken down into digestible pieces, it can be done (if over the course of a long time)
  4. Downloaded and played this, amazingly impressed with the level of detail. Every chapter feels carefully constructed and well-thought out. The beefier HP stats make for some more interesting strats since it's rare to one-round enemies. Been really enjoying it so far. Very much looking forward to seeing more of this as well as the release of FEXNA. Amazing job team, creators should be proud of this.
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