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Messages - ffviipkmnproject

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1
Gameplay / Re: Play As Bosses -- FF7
« on: 2017-08-29 00:18:56 »
I don't mind. As long as it can happen some way and if it would be fun

2
Gameplay / Play As Bosses -- FF7
« on: 2017-08-20 21:23:06 »
Hello, I would need help creating this. Basically, we already have the values of health and defense, moves and etc. of the bosses. So, if we could mod the main characters, or just the one, and create custom moves (matching the boss's moves). And then, instead of the boss, give them some of the moves that we ourselves would usually have at that point. And give them... realistic AI that we would use perhaps. using things like Cure etc. when having low health, and the such. And just make the AI to such a hard-ness that it would be a challenge, but still beatable.

As far as character models, we could also mod those changes in, or, to make it easier, just use our imagination.

I know, some bosses, such as Bizzaro Sephiroth, have weird/multiple/ parts, perhaps affecting one another. Instead of criticisms, we need to know if coding work-arounds could be done

Sound good/interesting/ ??

3
FFVII original changes, but you don't have to worry about it too much. Usually you can just use base materia and sail through the game. One of the only challenges I had was where I didn't level, and on Demon Wall I had to stretch and use Barrier.

As far as mods. I like the areas we can mod, but, upon playing a mod, it has to be done well. And to not stray from the path too much, I feel it often should be as close to the original as possible in terms of quality and the game we are playing.

And third, I was thinking about FFX's style a bit more. It seems enemies don't have too much health (as your party deals a lot of damage) so -- it would just be a matter of needing to cast barriers and buffs quick-enough to win.

A good idea would be -- similar to Safer Sephiroth -- having it where they can dispell, and do great damage, unless you have reflect, regen, barrier, m-barrier, etc. -- on. Maybe stuff like haste too. And so, in the theme of FFX, as long as you juggle these, you can attack and win. If not... I guess you can rapdily get a KO

With my pokemon mod, I looked at a lot of the original enemiy's AIs. They have some fun traits, but most can either be beaten easily, or you can just run away. FFX I felt more en-gaged with battles

4
Gameplay / Need Help Please With Party Vs Party Mod
« on: 2017-07-23 19:35:10 »
Hello, so for a while now I have wondered about Party Vs. Party. I think, both sides should get to choose their party out of all characters but, like the game, only one of each. And no Young Cloud nor Sephiroth; etc.

You could have, Cloud, Aeris, Tifa Vs. Cloud, Tifa, Cid; etc.

IDK if you would ''need'' to have Cloud or not (what do you think ?)

Anyway, for the moment, this would be a basic Javascript project, just to make it easy and possible; as I think it will be really fun

Unfortunately, graphics would suck. It would require goofy hand-drawn sprites and maybe animations. But could maybe be made on a 3d game maker just to represent

I could map out, all combos of all moves, and try them out with all combos of materia and equipment

However, while this would take a long time; it could be done with lvl 99 characters with max stats in-game, by trying out and recording different damage amounts
(Of course, they may vary, but, if at least one amount was recorded, as long as not too much variation was there, it would be pretty spot-on)

So we then have the idea (really cool, could mess around with KOTR; Final Attack + Revive; HP <-> MP; Magic Hammer (or the move, if one, that takes enemy's MP); etc.)
Mechanics (i.e., just mirror amounts shown in actual game)
Platform (bad, but, do-able -- Javascript)

But that leaves some areas that I need help with or/&/ calculating; things we can't do onto our own party in-game
What comes to mind is/are/ Summons

I then have the issue of e.g. Haste and Slow
Possibly, these could be done in the long list of combos to try out
But I am unsure about this too

So, if people could help with this, then -
The long list can be made of combos
Maybe we can then have others try out and put readings of combos if they have not yet been tried and recorded
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Then I can put it together -- and it will be playable and available to all
And added on could just be improvements to graphics; etc.

Thank you

5
Gameplay / Re: Set Class Mod
« on: 2017-07-20 22:02:19 »
If you haven't seen already, check out... I think it's either Nightmare Mod or Hardcore Mod. I think they have something similar. I def saw it on one mod.

With mine I guess I want to use already existing stuff. But not make it feel restrictive, more like the same game with a new twist.

I guess it could be done by cheating in some mastered or un-matered materia from the beginning. Although to equip it, you may need good equip from the start, too, which would make people OP.

And then maybe, to make it harder to achieve, modded harder enemies -- which may need to be made well to be enjoyably challenging. And then you have to wonder if items can be used. I think potions and etc. are a maybe. But maybe items that do, e.g. Bio 2 etc. should be nerfed (as, otherwise, you can just complete the game using those alone).

Guys may need to come with said materia and equip equipped, as well as not have the materia go, at times like Yuffie side-quest; etc.

6
Gameplay / Re: Set Class Mod
« on: 2017-07-20 18:47:07 »
I was thinking about it after I posted, too. It only sucks that you get different characters throughout the game so, if e.g. Cid was IDK a Summoner, you would have to wait ages to get him. (Although maybe it could work, as by then Summons might not be so OP etc.)

7
Gameplay / Re: Set Class Mod
« on: 2017-07-20 18:44:52 »
That sounds sweet ! Is it similar to my idea of using already existing materias to match/make/ their classes ? If so, anyone viewing this post I guess please see ^. Look forward to the finished mod !

8
Gameplay / Set Class Mod
« on: 2017-07-20 00:13:11 »
Have forced in, people with set materia. But, they will all start at their correct levels. So you could train them up, if needed. Like the normal game, you could just level until your guys were OP, but, that would be boring. Like the original, is funner and quicker to just be tactful lower level, but, still lets you train-up if you ever need to get stronger.

As for classes, and enemies, I need ideas. But I have got the following. The aim -- is to make it as good as possible !

I will depict some e.g. classes and materia combos:
Mage (usually used for high damage spells in MMOs, but low health) - HP <-> MP (so from the off they can cast a bunch of spells, but will have minimal health); assorted attack spells/materia/
Tank - Cover; HP Up; (and then things to up attack some-what, if tanks usually have good attack, too)
Rogue/Scout/ - Speed Plus; Steal; Added-Effect & Poison; maybe a weak physical attack but 4 x attack
Healer - Usual Healer spells
Summoner - Similar to Mage, but with Summon Spells
Other

The idea will be... having a Healer may seem a good idea. However, due to how, perhaps, quickly you could defeat a foe with mainly attackers, it may be quicker to use them instead. It could be that a Healer has maybe weak Heal spells only. Or it could even be that you can select these ''combos'' of materia, meaning you have choose to have e.g. two Tanks and one Healer etc.

I have seen mods before where there are ''classes'' -- but I want to make use of more simple, already existing materias -- with a class system simple and like FF9 etc.

IDK if it should keep things challenging by needing to level-up
Or, if perhaps some materia could or should be modded to keep them from leveling up

IDK as well if enemies should all be made harder, as well as bosses, without changing the game too much -- so that battles will be challenging and enjoyable

Let me know thoughts, thanks

9
You could even, to adapt it into FF7 easier, have it where you start off with All materia, not necessarily mastered (as, you may want to pair a level 1 Cure and All, as mentioned above). But then, either manually, or automatically, before a battle. Even an area. It could tell you which materia to equip, and hints on how to handle the battles. It could make every battle enjoyable, possibly unique, as you go through the game.

So some, well, some may be the same. I.e., have numerous enemies, and need to juggle keeping them all, either (sleep, toad, etc.) -- or, juggle keeping reflect on yourself, to guard against their amazingly high-powered spells. Or to keep putting up Barrier and M-Barrier on your-selves.

I have envisioned this some-what, this much anyway, not any more (got my own relatives being horrible -- WTF, so i.e. not too much time :( ) but even if other bits change -- that could be cool.

You could also use the HP < - > MP more for one (switches the HP and MP amounts around, for those that don't/didn't/ know) -- i.e. a battle where you will be casting a lot of expensive spells, but means you only have very little health, so, slip-up -- things could go wrong, fast.

You see how, IDK about fast-paced, it's more -- keeps you horizontally focused. And, you would/will/ need to react fast, especially if on Active, lest things go Really wrong !

More than happy for ideas. One idea is, as said, juggling. Think something like keeping enemies asleep would be better than, say, just managing to revive your party members (something we do in vanilla, maybe challenges, anyway) so it's like rapidly handling stuff, otherwise big damage done to the party.

If it wasn't too hard on programming. You could even stick with the linear style. So, we all enjoy FF9 stealing. And, we all find FF9 a major pain in the *** to do it for every boss/etc./. So, one battle could be, with a message before-hand -- you need to steal I guess 3 *item* from the enemies, for upcoming battles, to survive, or just as is the rules, etc.. Then, the odds might be tough to get the item. And the player could be busy trying to steal when they can, while also trying to survive, etc. -- as the enemies would need to stay alive, etc.

As long as it stays the right amount of difficulty, time to battle, and is generally fun -- it would re-fresh already--in-game mechanics -- but in a fresh fun spin -- appreciating the spells and stuff that we don't usually use (mainly as, with stuff like Sleep, they don't work on bosses, and we can beat normal enemies so easy that there is no point)

10
So, I will try to depict it the best I can. If you or anyone then sees, please add on. The initial idea is there, pretty much, as said, like FFX. So, for fast-paced, some of it, is just in the look and feel. It could just be animation-wise. But, game-play, might be simple, horizontal, juggling of actions.

If you picture typical FFX, you are juggling characters, switching them in and out, due to their abilities. You also have vertically up and down. I.e., if someone KO's, you need to get all party members back up to being alive. So, the switch animation looks fast. Then, usually, people cast Haste, making characters do many moves in one segment, and their animations look, again, fast.

What this means is, instead of just attacking, or healing -- as in FF7, we are already then juggling switching people, and using things like Haste -- i.e. same level, varied moves. Admittedly, as said, a lot of the ''fast-paced'' might just be looks, but it all adds up to ''our experience''. I think it is enjoyable, and, if it can be somehow implemented into FF7, it would, too, make it highly enjoyable.

I also, to understand this, deeply recommend First watching on youtube a let's play, some of it, anyway, of on console, PS3 or PS$ -- they have the ability, the player, to ''up'' the speed to x3 or x4. With battles on Active as well, it becomes a lot more ''real time'', as I guess FFX is, or feels like, as well.

I suppose, one way this could work with pre-existing in-game ''things'' is --

Making it where, perhaps, if your party absorbed poison, and then you had to cast Regen, Poison, and maybe Barrier, just to survive. Maybe had battles on Active. Maybe Haste could work out well as well. And then, with this, you would survive, and just have enough time to get some attacks in.
With the above e.g., I guess enemies wouldn't need that much HP. A lot of the battle would be keeping these things ''up''.
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I was thinking as well, maybe you could have a manipulated materia. So, if you wanted to Cure everyone, you could only use Cure 1. But, if it was just one person only, you could use Cure 3, etc..
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Maybe give everyone a mastered MP Up materia from the start. And maybe get rid of hard-core stuff, such as KOTR -- don't worry, we still have vanilla to play with that stuff ! Just -- it would turn game-play more into, you know, the other stuff. If you think about other things, that we could use while keeping it vanilla-ish (even a modded Cure materia would... mod a bit so, your call) but -- you have other stuff that no one really uses. Such as sleep, and frog, etc.. So -- you could even have it where those too were only one-at-a-time cast spells. Maybe this time, keeping it on the enemy. And so, maybe like Yuffie -- your materia could be taken, or something, and before that, on some large groups of enemies, it may be good to put them to sleep, and keep them that way. Almost like whack-a-weazel -- casting on any that wake up. And then, after your materia gets taken (or you get commanded to throw it away, if it makes programming easier) you then get given, say, a ''Toad'' materia, which could work the same way.

As long as it's done right, battles could take a new spin, using already in-game mechanics, pretty much.
Requirements:
- Possible new materia (seen done before)
- New enemies, or altered pre-existing (seen done before)
- Possibly new speech bubbles/etc./ (seen done before)

I guess it would be like, if some requirements were done, maybe about three of the following at once only. And would vary, depending on the battle (e.g. Haste, Barrier, M-Barrier, Poison, Sleep, Toad... Etc.) -- then you would ''live''. Upon doing-so -- you could then either Heal those that are needed, or attack the enemy. The mind-set would be keeping one eye on keeping the status things going and making sure that they are ok. And the other eye on then, upon them being ok, healing or getting an attack or two in.
Do you see ? Can you imagine ?


11
Hello, ok I'm not sure your confusion to help but I will try my best! So, I know of the usual FF7 play, as we all do. I have also seen challenges, as well as mods.

The typical vibe of FF7 is usually cure low health, and attack as much as possible. Which, to appreciate itself, is ****ing great!

But! FFX, in its own style, was cool too. FFX was very sort of fast-paced, you got new armour and stuff, with attributes, but didn't need to think about it too much! I am not in-love with FFX, but I did like how it was seemingly slow in the story, then fast in battles. In FFX, it felt as though, if you did the right stuff, you stayed alive. If not, you died. It kept you focused, but also using stuff like barrier and cheer.

If you picture FF7, the exact same stuff. But, let's say, up the... HP of enemies. Then, make it where you need to have, say (and this is just a scrappy way of achieving and depicting the above) (a rushed but doing the best that I can) make it where you need barrier, maybe mbarrier, and perhaps a regen. As long as those are in play/place/ -- you will survive-enough to attack and heal as needed.
What this does is keeps it where you focus is -- how is regen doing? How are barrier and m-barrier doing?
And you have just enough focus to put your remaining energy into attacks or/&/ heal. I think this is very much like FFX.

Do you see what I mean? It would take the fun battle (''focus'' -- I guess) from FFX, but implement it into FF7, using already in-game spells and stuff!

Please let me know if you don't know what I mean!

12
So, usually we love seeing a good enemy. Not just a scary monster, or some d**b lump of muscle etc.. A good enemy seems to be something to view, almost idolize. I think it can be comforting to an audience. I.e., look at this great person, most likely who and what you would want to be (but aren't), and then, the perhaps fictional twist, it turns out, being us, is us because of our differences, while less powerful, more to do with love and etc., thus making us feel good about how we already are (how sweet...)

However !! After being in the world of work -- guys and girls seem to care about the evil !! Money, power, etc. !! As such, the idea of Shinra becomes more and more pleasing. And so, following the style of games, I think when playing, you should have more success than real life, as well as exploring the special, magical, interesting, etc. -- than the mundane blah we usually get.

And so, while we usually ''encounter'' the Shinra. Get a nice tour guide, get introduced to them, shown around their nice building, etc. -- I think, it would be cool to ''GO EVIL''! I.e. -- you ARE the Shinra.

By this, you would work for them, like an employee. But it would be cool, not mundane. Stemming away from real life, boring, serious, etc. -- you would mess around with the same cool stuff, like materia, and have it like the battle system, where you can succeed and also lose!

So, take a bath yourselves now in the idea of == millions of Gil! Pretty much off the bat!

Ignore the common as much Cloud and co, living in dirty, poor Inns and ''tents'' (scoff -- ha!)!

You don't even need cars!

You can fly in via chopper!

You can suddenly afford anything you want. And not just get fat, like Palmer, but the very best, and very elite, of things!

But why? What gives you so much? Because, you will be good, at what you do! Like a battle, you will have to make the ''right'' moves, investing millions of Gil. You will have to juggle things.

You can invest in made-up development departments. So you are more on the side of Shinra. They will develop things, like Scorpion Guard. And, against potential enemies. Freedom groups, such as AVALANCHE, and perhaps, like Wutai -- you will weild major moves, like chasing HUGE materia!

And while this stuff is very important, and goes on, you will have a nice interface to manage this stuff on!

It can also be very RPG. For doing such a immense job, you could then have a fun RPG environent, i.e., what kinds of lives do the rich people have in FF7? What kinds of lives do the rich people have in Real Life?

When you take away restrictions, and budgetting. And sometimes, by actually spending more, you can get stuff, that will bring you more money in than if you chose to save.

The above could even be something you can work up to. You could perhaps start at the bottom. Getting the train, like the guy that Barret yells at. And work your way up. You could work as a SOLDIER member, in the army. You could work for Hojo, messing around with cool science/etc./.

The actual ''work'' wouldn't be boring, as there is no point in that as we are playing a game. It would be looking at materia and stuff but, instead of having to be in-battle and stuff, you would be RICH :P. And dealing with large amounts of stuff at once.

This, is the shell. As long as it's kept good, it could go tons of ways. Perhaps their level of intel could be vast. They could more than know about AVALANCHE, with all of their resources, and live out tons of conspiracies. It could add twists onto already existing things and areas that it hints to, as well as FF7 theories and fan fictions.

It could be kept the same style, professional with Shinra, sparkly and interesting, with materia, magic, science and machines. And have the same styled windows and font etc.

I guess to simplify, you would skate over the mundane of Real Life, and instead the fantasy would be getting to live as a stinking rich guy, so rich that it is like another world. Being so high-up, you are living in highly functioning groups, that have abundance to work with, and deal with cool stuff, like creating machines, doing science with magic, etc. -- but, the dark side. To be rich in the first place, you must be evil. You must stay on top of things, keeping people down, introducing stuff like drugs, manipulating the common man, pitching people against one another. Maybe you help to develop monsters, that then keep people down, who have to fight them, as they are secretly introduced. Gasses that get released into the slums, having chemical effects.

Basically, whether you have to ''work your way up'' or not -- you could have a nice flat somewhere, huge tv, go to chocobo races and bet loads. Make connections. Use the mob, etc.. Take part in so-called illegal stuff, like moogle knife-fight betting. Etc.. Then, have your own investments, groups of SOLDIERs and machines, like Guard Scorpions, like a private small army to make use of if needed.
The president and co would keep his eye on you, as would different people, like Hojo, as you work your way through the company, progressing.
You could even encounter people like Cloud and co, in a funny, coming-close ''feel'' (for lack of better/right/ word).

It could be very vast, and what you do matters. New areas, in the same style/styles/.

In short, if you stop being Cloud and co. Realize that, instead of desperate Scarlet and stuff making Proud Clod. They probably have thousands, if not more, of machines. Millions of Gil. Live a totally informed, on top of things, rich life. When you consider the path of the president (Rufus). How bad-*** being a Turk could be (kidnapping, battling, etc.) (Support from Shinra, and their guards, if needed).

If you then had access to this, and, in doing so, kept the same sort of stuff, feel, style, etc. -- it could give you such a giant play-ground. But, like how the whole of FF7 is huge, but done in such a way that it's simple and we can digest it -- this could be done the same.

I am sure there are techniques for this, IDK them off-hand. E.g. summing up a lot in just one scene. Let you work with big stuff and concepts. Just how the usual FFs manage it -- we have played a lot -- it can be done well.

And lastly -- the idea being, not really something new. Not something stale. Almost a new twist of... yeah, you are evil... (boo! hiss!) But! -- It is a different world, all of the materia you would want, but you are so rich, you don't even care to play around with it. You are connected to so much, so much power, glory, riches, soaring over the common man to incredible heights.
Instead of struggling, you could get to ride the roads, on a bike or etc. -- get to ride chocobos perhaps on the streets (would be fun but, wasn't seen in the original so, IDK about that).

And, as a possibility, you have so-called threats. Cloud and co, Sephiroth, Jenova, etc. -- and have to deal with them.
These could be there from the start, but you only get hints when low down. And as you rise up, and get more responsibility, have to deal with them more and more directly yourself, as things get more and more serious (although, there may be a risk of merging into the same, already known story, making it stale and etc.)

So that is the vomit of ideas. Hopefully you can see some cool stuff. More than likely would need to be made on a different platform. But using the same styles and character models and stuff.
It could keep it very RPG but in a ''free'' way. So you could make a custom avatar. IDK.

Please, post thoughts !!

13
So, if it was changed, many enemies perhaps, switching into battle. Or, the same enemy. But stuff like barrier and etc. needs to be cast. So, without it becoming too much, have it where you may die if you don't cast barrier. And perhaps regen. Don't have it where it is too hard. If people want to get ****** in the *** they can play Nightmare Mod XD :P. Keeping it fast and light, it can almost be good if it is fast-paced. The things one may need to keep one's eye on, like Final Fantasy X, may simply be keeping your eye/eyes/ on, barriers, regens, and then having a little bit of time to attack or heal etc.. That's it in a nut-shell. I'll keep it sweet, and let you envision it in your minds.

Of course they should, without changing too much, give you the right materia early on, enough MP, etc.. The focus should change, so you aren't worrying about HP and MP so much, but, like Final Fantasy X, know the right things to do. It keeps it fresh, let's you focus to enjoyable levels (not too many, not too little), these things. Almost, looking side to side at different things, rather than up and down with low health to KOTR etc.!

Let me know thoughts !!

14
Hello. So, these days, a ton of people know how to program. And as far as Final Fantasy 7, each area is just the character that you control, invisible walls, and then the background image. A few other things, but that's about it.

When it comes to things -- keeping it vanilla -- like AI and the such. We could keep it exactly the same. And the great thing is -- they already exist -- and a lot could be copied and essentially pasted. Or re-made with new code but work exactly the same.

When you look mechanically at the game, there may not be too much to do. Each town is just the above mechanics.
We can make characters and have them move how we want. As well as speech bubbles. It would then just be copying the story of the game which, again, pre-exists, and as the game is fun, could be fun to go through while re-creating.
And again, it's not like you have to make, e.g. Rufus e.g. every time he appears. You would have a basic character model that can be animated any way you like. Then choose the ''Rufus skin'' etc. -- so it could really and actually come down to some very basic mechanics.

Now, what would be the point in this ?
There is SOOOOOOOOO much that we may like to do.
Myself, I like the idea of a Pokemon-style mod. Of having more than 16 max materia slots. Of implementing gambits like off of FF12. And other ideas.
I have seen previous mods, and have seen other people's ideas on here.

And so, it feels like an investment. If we all work on it, each bit someone does can be small. And would be saved. Until it got to 100% complete.
Upon which, instead of only a few good mods made because it is hard. And having bugs. And having to bend and alter mods to fit in with what we can do.
Instead, potentially tons of great mods could come to be.

It could also actually be really, really, cool. You could know that you would have the ability to make FF7, essentially, meaning you could make any similar-styled FF type game that you wanted !
Might even help appreciate what it might have been like, working on it back in the day !
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And, as said, some stuff, like the AI, could maybe be copied and pasted -- and so very large chunks could be re-created very quickly

It is looking at just how quick, when you think about it, it could be done
And then, how much time that would save for pretty much all future mods
I think, with a casual look, it seems like a pretty cool investment

IDK about copyright
... murmer murmer

Let me know ideas !!

15
Oh yeah and just one last idea. I think it would be a ton of fun to have ..... Party vs Party !!

Fantastic to play two-player. Would be great for things like twitch too, allowing the audience to comment on which move/moves they want their team to do.

It can give a ton of options. E.g., use KOTR on one team. 3 x KO. ... But, Counter attack revive. And then, that runs out after a while. So... whoever goes first eventually wins ?
But then, with moves like MP Hammer (or whatever it is) maybe this can change things.

IDK if it can be sat and easily worked-out.

And perhaps, if one move or so ''breaks the game'', if you simply take that move out, to keep the game fun ??

This, of course, might have to be a project done off of original vanilla as I have no idea how the original could be modded for this. But I think it souunds fun !!

16
I have heard that due to the way it was coded that it can be hard to mod (that is just what I have heard. I think a couple of/few times, but as deep as I know). It is a shame. While we can already use things like e.g. Master Materia to get a whole bunch of moves already. I think it would be nice to actually get to use materia a lot. So, not have it where a simple magic spell, or even attack, can wipe out enemies in one or two moves. To have it where, we could have added-effect to a weapon, a couple of times. So that we have a chance to poison the enemy. And maybe something else to them as well.
Maybe there can even be more reason to want to fight them, perhaps, to make it really fun, we could get great Enemy Skills, items, etc., from this.
As I say this, I am reminded that a lot of this is already in-game. Maybe even why I say it in the first place. We can Morph. Manip for E Skills. Steal. Etc..
I guess we have no need. Almost like a new thing, if we gave great ''prizes'', almost ''needed'', and Only by doing these things. And then made the enemies tricky too. Perhaps that could be fun. As long as it's not a drag.
But returning to the main point. Yeah so, it's almost like many more moves in one turn, with more slots. I guess pre-chosen before battle with our materia choices.
I have no idea with the code, from what you say, IDK if you do or are just smart etc. -- either way, in the part where it says how many slots people get, such as equipping a new weapon. Or the code for weapons. Where it says, e.g., eight slots. I wonder if it could be as simple as changing that to, say, sixteen. Or more ? IDK how that would appear ''in-game''. Hopefully it would just appear, even if looks weird, and we can still select each slot and see it just fine.
Withot waffling-on, similar to other mods, the idea is, with the love of the Final Fantasy 7 style, the materia, the battles, the choices. To make it more beefy, and to be playable for experienced players. It feels great to have a master materia, and many options. And it is a hard thing to mod it without making it too much of a puzzle and math. Or just a long battle.
I have thought about other things. If you had more allies to use at once. If you could select multiple moves to do on each turn. Etc..
It also comes down to if one can code it, too.
I also wonder about, if people could send core bits of code. E.g. character stats, etc. -- and slowly re-create the game. But. On a new, efficient platform. Keeping that which is totally vanilla. But coded in such a way -- that it would become extremely easy for people to mod however they like/liked/.
Maybe it could even be better enemies that I am looking for, which may actually be possible, code-wise.
If you take the style and things we like. But take away the boring stuff, like the same story. Is wonderful, but gets boring and ruins it. Don't spend too much time altering enemy colours and stuff. I think we dislike people changing vanilla too-much. But make one long series of battles. Perhaps sometimes many at once. We could be busy putting up barriers due to some other enemy. And so on and so forth. I guess the idea being, we don't find them too hard, but instead like the original. Somewhere in the middle. Stop paying attention and you fail/die. Pay good attention, no need. And in the middle, take risks and do well.
With a majorly long battle, and maybe lots of materia to use. Maybe even all of it from the start.
We could sit and work out enemy's resistances, moves, etc. -- but have to be careful with our MP, maybe making more use out of things like Sense, Osmose (think there's a move for that, MP Hammer or something in E Skill). It would be almost like DBZ (Dragon Ball Z) -- We would spend ages, building up and building up, while also having to exercise taking it easy and carefully, while kicking a)!
But have so many new enemies appear, each being different, that it keeps it interesting and fresh and mixed up.
IDK if this would be one single ''bash'', or maybe 15 or 20 like this throughout the game only, with all random battles turned-off.

17
Hello, so:

1 - Add in a ton more slots for materia. Possibly off of the bat. As well as give access to, who knows, all materia from the start. Or, fun ones. E.g. elemental. Etc.. They most likely will all already be mastered fully, as soon as you get them.
Then, possibly, ''worthy''-enemies. Possibly, smart, but not annoying. Not just healing themselves, but, perhaps, different and varied, in their attacks. I roughly try to envision game-play. It would be nice to have to actually get to use materia. Putting up barriers, etc.. Not just a longer battle. And not having to sit down and work out math on paper, just to succeed. Keep it casual, but fun. It is almost boring to cast, in usual, Barrier, and then, Ultima. And repeat.
It is also boring to only get good materia end-game, and to level it up for ages. Only for the last boss/bosses to be a push over/push overs.
And so, as well as this, many enemies may have lots more HP, be possibly harder.
The idea being, you could make exciting use of things like counters, counter attacks. Things of this nature.

2 - Possibly a lot more slots like mentioned above. But, in the spirit of Final Fantasy 12, with gambits. Make it where we don't use moves our-selves. We would rely on paired-slots with Counter. (Not Counter-Attack)! But the question then is, ''conditions''. IDK if it would be good as is, stand-alone. Something that could be done by manipulating items and materia from the start. Or if, say a party member's health is in the ''yellow'', only then doing a ''Cure'' spell.
When or if it then comes down to essentially ''macros'', maybe we no longer need extended slots, and things like Counter materias. Perhaps we could find where it records data during game play. Develop parametres, for macro-making. And have the fun of pre-made macros -- and seeing if they could handle situations.
There is some fun in this. Testing your macro-skills. Maybe making it a little bit harder. While we may need to change it a lot, due to different enemies. This might keep us engaged. The same level of input and just-watching, but a new twist.
Unless cheating too-much, we could have it where you can save anywhere at any time, as, if things take a bad twist, there is little we can do.
Hopefully, it could even become very fun. If you had essentially a giant decision-tree. Which you then added to and tweaked as needed. You could either pre-program every scenario, re health levels and so-on. As well as perhaps upon getting new materia -- from the very start, should you wish.
With, I guess, the idea being, you would still be active. But your job would be to tweak and predict that, which would be best, using macros -- ''like a bowsss'' !
It might even spice up regular game-play. We may need to make it a bit harder, as most things are a joke. However, the few scenarios that we don't plan for, might crop up, creating balance.
If you are pro, you have the joy of never having to alter it, as it will work smooth. And if you wish, you can make it easier, such as changing it for each new enemy. But the costs of that are having to alter it often.
For this one, you could almost make adjustable algorithms etc. on a separate program already. I could even use a program to recognize text on screen for this. But such programs seems rare, and to be highly in-efficient. I think a much easier one would be, if you could see what is happening in the game using something like text. And then go from there.
I have no idea how they work but on some minecraft mods, they go by stats of what is happening in-game, when creating bots/etc. -- as opposed to a screen-reading application.

Thank you reading, for any help &/or suggestions. Or comments

18
Hello, thank you for the comments so far !

To what has been said. I have some experience with modding. I know of mods, have seen people mod games, know some programming, seen some Final Fantasy 7 mods, etc.. However, at the same time, have little Final Fantasy 7 modding experience myself. So that is my experience level with the following.

One, while I think it is difficult myself, I have seen such mods as Hardcore and Nightmare. While I haven't gone through and checked if that, which would need to be modded, was done, in some way, on there. I did notice that they seemed to change a lot. And so, maybe we could in fact use these mechanics.

Next, I have considered a couple/few ways that it might be done (although hopefully there are other ways, too) :
- One, is to manipulate materia and character stats. IDK about switching out graphical properties, but we may be able to give our party every other attribute that enemies have, usually. And so, if we assume that we will get to choose the moves to do. We start off by taking away their limits. (Or, having to ask players to ignore these). (I try to avoid bad stuff like this). And then, ideally, make, from the start, the entire party level 99. As well as all having the same stats and health.
They will then all have one materia slot (or be told that they are only allowed to place one at a time).
We then make a modded materia for each enemy. So, if you killed a... Tonberry (whichever enemy), the battle would end and we would get a ''Tonberry'' materia !
Upon equipping, it would alter the chosen person's stats, HP, resistances, etc. -- to that of a ''Tonberry'', as well as programmed-in moves, mirroring a Tonberry's exactly.
So you see, aside from appearance (which could maybe be done somehow, too) everything else would match what is desired.
- Another way might be, if possible, to somehow hide and make invincible the party. I have no idea the mechanics. I know that in some modded battles, if you hack in Aeris or Sephiroth and are on certain discs (or, something like that) they cease to appear (although I am not sure if the game crashes if you filled three slots like that). And then, had a battle for every single monster combo. And it knew, upon which things you selected in the menu, to know which battle to load.
Hopefully, ''your side'' could be exactly the same, just be programmed/changed to attack the ''enemy'' instead of the party.
Or, they could start off perma-manipulated, where you could then use them and their moves.
- Similar to the way above, you could somehow have Aeris limit, where everyone is invincible, but all of the time. Pair that up with perma-manipulate. IDK about making them then invincible. But if you won, well IDK how to make it win or game over. Perhaps, if the very last enemy dies, whoever it is, they do a move that will 100% kill off the manipulated monsters, thus leaving just the party, and thus winning the battle. However, well maybe the same again for allies. If the last of three, whichever dies last, then does a seqence that stops your/the party from being invincible, and then does a move that will 100% kill them. Thus game over (or just trust the player to ''reset'').

Basically though, instead of having to mod the party too much. I am hoping we can use the original monster AI -- just switch it around a little.
Or/& little tricks like this

19
Hello, if you imagine usual Final Fantasy 7, but with one of the following ways:

- In battle, you can have the usual party of three, but instead of Cloud etc. it is made up out of the monsters that you face. You could have a party of any enemy that you have beaten before. You would start off with three MPs (the beginning enemy) but late game you could have e.g. a Bomb, a Cactuar, and perhaps a Master Tonberry. Or/& so on.

Or,

- In battle, you have 6 different enemies on your side, which you would have pre-chosen. And in the battle, the first one would be in battle. If it was defeated, you would get to select one of the other five. And so-on.

And so, this is the basic idea. I made a website about it/with the idea on wix. Just a simple site to map the idea and to gather support:
https://ffviipkmnproject.wixsite.com/mysite

I will check on here in my message inbox for any help, suggestions, ideas, etc.
As well as the email address mentioned on the website

If you imagine it, I think it would be really cool. It let's us appreciate the enemies that we have seen before. But put them, and only them, to tactile use, and use them to take on harder enemies, which can then be used for even harder enemies.

You could also use them tactfully, such as, for example, an enemy that might put others to sleep, but, might have really low HP. And so, while it may KO itself very early on, if it would be very useful if the enemy slept, it could then still be useful, even if it was an early-game catch.

One idea that comes to mind are the floating heads that you fight in the desert prison ! They look a bit like balls/spheres. Their AI randomly either attacks or heals who they face. And so, against the Gi Tribe boss, where Cure spells hurt it -- the floating heads could be useful allies to use ! And so on

Thanks for reading !

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