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Topics - tealFOXY

1
New Project Ideas / Final Fantasy Tactics Remix XVI
July 01, 2013, 04:24:16 am


(Temporary logo)
I'll try to keep this thing sweet n' simple, because ain't nobody got time for a text wall.

Currently working on
- Jobs/Class Abilities
  - Conjurer Complete until further review.
  - Necromage Complete until further review.
  - Cadet Complete until further review.
  - Field Medic Trying to reinvent this "Chemist" character.
  - Warrior Complete until further review.
  - Ranger (Was Archer) Figuring out Charge errors.
  - Thaumaturge Complete until further review.
  - Brawler
  - Sniper
  - Arcanist

I still need to...
- Think of new abilities.
- Conceptualize outfits and general looks for each class.
- Sprite jobs according to concepts.
- Fix animations for abilities. (Effects are [mostly] correct. Animations have been unedited.)


What?
This version of FFT would include a major overhaul in jobs, items, and abilities. These are the goal items, and more will be added onto them. Earlier jobs will be changed to be a bit lower powered, but still maintaining an interesting role in the field. The game takes influence from Final Fantasy XIV (ARR), and other iconic Final Fantasies past. General modifications will be made as well. Other influences include things such as ancient legends, stories, and myths in names of abilities and jobs.

Changes would include things such as:
Item edits: Appearance, name, and general modifications to stats.
Jobs: New sprites, new abilities, etc.

Current Job Ideas

Red: Melee, Physical, etc.
Blue: Magic, Spells, etc.
Purple: Mix of magic and physical.

1. Cadet: Basic trainees getting in touch with battles.

1. Field Medic: Basic medics with a keen eye for alchemy and sustaining the team.

2. Conjurer: (LV: 2(+?) Field Medic) Conjurers call upon the elements of water, wind, and the earth in nature to aid their team to a healthy victory. (Somewhat like a Geomancer for healing.)

2. Thaumaturge: (LV: 2(+?) Field Medic) Thaumaturges specialize in the dark arts of the elements around them. They are capable of dealing great destruction with spells.

2. Ranger: (LV: 2 Cadet) Archers rely on their sharp eyes to hunt down the enemy from long distances. (May also have a team buff or two. Will update/alter from vanilla.)

2. Warrior: (LV: 2 Cadet) Warriors are some of the first in, and the last out. They're vital for attracting and absorbing damage. (New status ailment, "Intimidate"?)

2.5. Arcanist: (LV 3 Conjurer + Thaumaturge) Arcanists hone in on manipulating curses and spells to boost their team through support, and degrade the opposing team with dark symbols.

2.5. Pirate: (LV 3 Archer + Warrior) Pirates are cunning tricksters in the battlefield, are masters of causing a great ruckus with their gunslinging abilities, and other trickeries to deal chaos confusion, and plundering.

3. Daitoku: Daitokus are masters of sustaining life forces of themselves as well as those around them. They are crucial for keeping the team safe and wound-free until the end of the battle.

3. Necromage: These mages call upon life and death forces to alter the dynamic of the battlefield. (New "status ailment"(?) Control [Take control of dead/undead as guest?])

3. Brawler: (LV 2-4 Warrior) Monks are masters of multiple forms of martial arts. They know how to hone in their power into punches and the mind. (Slight rework from vanilla. Mainly keeping Chakra.)

3. Sniper: (LV 2-4 Archer) Snipers deal killing blows at very specific parts of the body. Their precision and damage comes at the cost of movement and speed.

3.5 Dragoon: Revamp of Lancer.

3.5 Sage: -Info to come-

4. Seiryu: -Info to come- (Magic mastery)(Versatile [but MP expensive] class)

4. Byakko: -Info to come- (Ferociousness and style.)(Hard Assault/"DPS")

4. Suzaku: -Info to come- (Agility, stealth, and grace)(Quick Assault/"DPS")

4. Genbu: -Info to come- (Defense)(Tankish)

5. Fujin: (Female class)

5. Raijin: (Male Class)

(For those curious, Byakko, Suzaku, Genbu, and Seiryu are derived off of the four "Symbols" in Chinese astrology. Each has an element, season, and role.)
The list goes on. It is something that needs to be thought out... or ideas will just come over time!


Battle dynamics: Higher difficulties, more tactical gameplay(?)
Monsters: "New" enemies (Cactuars, etc), more challenging monsters.
Quests/Events?: Possibly throw in a new mission or two?
UI(?): I am a huge sucker for designing UI's, so maybe there could be an update or two?

I'll try to post stuff as I think of it.

Also!: I wanna know what you guys want from a Final Fantasy Tactics that you haven't seen before. This patch isn't limited to XIV ARR. It's inspired by it, but it isn't meant to be a carbon copy of it in FFT form. What are some things that you guys look for in an FFT patch?

---

I'm still thinking about it a lot and how I can incorporate elements of XIV into Tactics. I mainly specialize in the creative department of art really. I've started doing some sketches using XIV armors, robes, etc into the Final Fantasy Tactics art style. I will have to post them as they come through.


This image I did about a month ago. Completely out of curiosity to see if I could mimic the style.

---

I probably should post later as I think about the project more, but I was getting a little excited and wanted to share this with you all. If you guys have any questions about this, feel free to ask! I'm new to this, and would love to learn more about this. To be honest, I have wanted to do this sort of a thing (make a spinoff/remix) since I was a little kid!

Thank you for your time!