Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: "Michael Hough" Newsgroups: scea.yaroze.freetalk Subject: Re: games Date: Wed, 14 Jan 1998 01:14:11 -0800 Organization: SCEA News Server Lines: 31 Message-ID: <69hvf7$4v11@scea> References: <69cuqm$4382@scea> <34BC3ED3.7BFAC695@ix.netcom.com> NNTP-Posting-Host: delirium.Stanford.EDU X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Manny Najera wrote in message <34BC3ED3.7BFAC695@ix.netcom.com>... >Anyways, I plan to COMPLETELY blow off the final semester of school and >concentrate 100% on a real game. After playing the entire Final Fantasy >series on various emulators, I think I have a pretty good idea how they >were made. I want to make a FF-style RPG, but with battle scenes that >are way over the top... sort of like FF meets X-Men Vs. Street Fighter. > >I'm working on a 5-level tile-based system (first: ground, second: >charachters, third: things above characters, fourth: standing >transparent layer, fifth: moving transparent layer) similar to the >system used in games like Chrono Trigger and FF3. I just want to leave >all that complicated 3D math to the adults and concentrate on gameplay. I'm not so sure about that; games like FF7 and Tekken 2 have made me a believer; it seems you have to be really compelling to stand a chance in 2D nowadays. 3D seems to have a lot more freedom. FWIW, the yaroze makes 3D fairly easy. Do you have any more details about your game? I'm particularly curious about the story; I think there's a lot of room for experimenting with neat things there. FF3 (6?) was really good about that, though it was overall fairly linear and the combat was a bit easy; they loved their special atacks a bit much (not to mention ultima). mike