8-Bit FFXI |
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8-Bit FFXI
Odin.Godofgods
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i was wondering about this project the other day.. Shame if he did have to stop
Necro Bump Detected!
[60 days between previous and next post]
Phoenix.Dinah
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He said he found the glitch and repaired it, but I've still yet to hear anything new since then. I hope it was not given up on.
Necro Bump Detected!
[557 days between previous and next post]
Anyone heard from this guy? (Apologies for the mega-necro bump...) Had the thought to make a game like this myself and then found out that someone was already in the process of doing so. Shame no one has heard from him. I would have loved to continue making a game like this. If we don't hear from him before too long, we (the player community) might have to "continue" making a project like this... but from scratch... Always thought it'd be great to have an off-line FF11 in the art style/game era of FF3 or Chrono Trigger.
Negative, Facebook page hasn't been updated in quite a while either.
So sad, it had lots of potential.
That map was posted (and not approved) about a hour and a half before the thread was necro'd. So I would say not.
Asura.Kaitaru said: » Very interesting coincidence then :3, I'm merely curious if making something like this via a crowdfunding source would be feasible without getting SE on your a##. Most of the item names and classes are barely original from other RPG and D@D sources but I'm sure SE would have me got when it comes to their iconic monsters. Always wanted to make my first app game something like this to see if I was cut out for game design but being able to have some funds coming in to work on something like this would be crucial. Offline
Posts: 3
I saw this necrobumb and just decided to upload the map I finished a few month ago.
Since there was no update on the 8bit game on the Facebook page, I tried to do it on my own, but didn't get that far... The main problem about programming the game isn't writing the code, it's creating all the maps/sprites/graphics for the game. An example: 5 races with 3 of them F/M = 7-8 (depending on Taru, since Tarus use the same model for F/M in the original game) * 22 Jobs = 154 different Sprites. Now you need 1 pic for each direction 'targeting', with at least 1 for each direction 'walking', and additional ones for Battle animations, let's say 10 --> 154*10 = 1540 different Sprites just for the AF. Not to think about the story NPCs and normal NPCs... Would you use 4,5, or 6 per pt set up? What Would the mission/expansion order be in the story line?(maybe sandbox style and broken up in different paths). Would we get all 3 rings at end of CoP due to playing all characters? Would it Evan be oldshool turn based? (I'd hope so). Just a few things Im curious about if someone were to make this. Regardless of any if that I would definitely hand over all my money for this lol.
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Posts: 3
The plans I had for my game:
Single Player game with 6 Characters per party. Main goal was to make the game as near to the original as possible. The battles were planned to be in a 'battle arena' like the old FF games and it'd be turn-based or FFXI style(selectable by the player). the world map has the same size as all other worldmaps in FFI-VI: 4096x4096 pixels with one cell being 16x16 pixels. In FFI-V all sprites are 16x16 pixels outside the battle and 24x16 during battles (VI has the larger ones outside too). I planned the game to be in the style of the original FFIII NES game. When I feel like it I still create some Sprites, but it's long and boring work... |
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