I want to create an RPG that combines multiple bit eras across video game history. Let me give you a rundown.
Presentation: it's presented in 8-bit style graphics, but with modern spins, like larger resolutions to fit modern widescreen TVs, and able to use a bajillion colors, instead of 32 or something (whatever the number was). The characters appear to be slightly downgraded versions of sprites of Final Fantasy 6 (the same sprites are used in world progression, cutscenes, and battles). I call this concept, 12-bit. Lastly, the Frames-per-second rate is
Sound and score: Instead of classic bleeps, bloops and bops, the game has modern, realistic sound effects. As for the music? No stock background music will do. I want the whole game to be scored by Nobue Uematsu, or the People who composed the ear candy that is the GoW series soundtracks.
Cutscenes: This is another hybrid. The dialogue boxes pop up like in Final Fantasy 6, with character boxes off to the right. However, instead of pressing a button to skip to the next box, the boxes appear in sequence automatically. Why is this? Because the game has voice acting. To kick things up a few notches, the character boxes change significantly from time to time, showing the current emotional state of the speaker, and the boxes in question are transparent, so you see what's going on behind them.
The following describes in-game cutscenes only, of course. I don't have an old-school or new-school game to show as an example of what prerendered cutsnenes should look like. Yet.
Non-battle gameplay: Instead of being stuck in the dead middle of the screen for the whole game, the avatar wanders the entire screen, which doesn't move. Screen transitions are taken directly from the origional legend of zelda. I also want NPCs to move around in real time. They also have spoken dialogue, but instead of having to stand there listening to them finish, you can just walk away, just like in Chrono Trigger. As a twist, instead of the dialogue box simply hanging on the screen until you get too far, as you get further away, the dialogue's volume gets lower and lower, similar to real life.
Battles: This is one of the more important aspects of an RPG, and I want it to be as awesome as possible. So, I want the Materia system of FF7, the summons of FF10, the Active Dimension Battle system of FF12, and a combination of the shpere grid and liscence grid. Monsters are visible on the screen, and battle transitions are straight out of Chrono Trigger. Furthermore, instead of using stock battle themes, or unchanging the background music, the background music changes to a unique battle theme, which is special to each area in the game, like in the Kingdom Hearts Series.
Story: What story could I put here? My story. First Fairy Tale. The story of a young man who's own personal demons lead him to forsake his lover, friends, family, and people, in order to destroy the world he believed wanted to abuse his innate power to alter the entire world.
I have no way in the 10 circles of hell of making a game like this right now. But some day, I will create it. This is the ultimate goal of my life. Even if no one ever plays it, First Fairy Tale is my all-time favorite game. It is my baby.
Presentation: it's presented in 8-bit style graphics, but with modern spins, like larger resolutions to fit modern widescreen TVs, and able to use a bajillion colors, instead of 32 or something (whatever the number was). The characters appear to be slightly downgraded versions of sprites of Final Fantasy 6 (the same sprites are used in world progression, cutscenes, and battles). I call this concept, 12-bit. Lastly, the Frames-per-second rate is
Sound and score: Instead of classic bleeps, bloops and bops, the game has modern, realistic sound effects. As for the music? No stock background music will do. I want the whole game to be scored by Nobue Uematsu, or the People who composed the ear candy that is the GoW series soundtracks.
Cutscenes: This is another hybrid. The dialogue boxes pop up like in Final Fantasy 6, with character boxes off to the right. However, instead of pressing a button to skip to the next box, the boxes appear in sequence automatically. Why is this? Because the game has voice acting. To kick things up a few notches, the character boxes change significantly from time to time, showing the current emotional state of the speaker, and the boxes in question are transparent, so you see what's going on behind them.
The following describes in-game cutscenes only, of course. I don't have an old-school or new-school game to show as an example of what prerendered cutsnenes should look like. Yet.
Non-battle gameplay: Instead of being stuck in the dead middle of the screen for the whole game, the avatar wanders the entire screen, which doesn't move. Screen transitions are taken directly from the origional legend of zelda. I also want NPCs to move around in real time. They also have spoken dialogue, but instead of having to stand there listening to them finish, you can just walk away, just like in Chrono Trigger. As a twist, instead of the dialogue box simply hanging on the screen until you get too far, as you get further away, the dialogue's volume gets lower and lower, similar to real life.
Battles: This is one of the more important aspects of an RPG, and I want it to be as awesome as possible. So, I want the Materia system of FF7, the summons of FF10, the Active Dimension Battle system of FF12, and a combination of the shpere grid and liscence grid. Monsters are visible on the screen, and battle transitions are straight out of Chrono Trigger. Furthermore, instead of using stock battle themes, or unchanging the background music, the background music changes to a unique battle theme, which is special to each area in the game, like in the Kingdom Hearts Series.
Story: What story could I put here? My story. First Fairy Tale. The story of a young man who's own personal demons lead him to forsake his lover, friends, family, and people, in order to destroy the world he believed wanted to abuse his innate power to alter the entire world.
I have no way in the 10 circles of hell of making a game like this right now. But some day, I will create it. This is the ultimate goal of my life. Even if no one ever plays it, First Fairy Tale is my all-time favorite game. It is my baby.




Comment