^Are we using fantasy metals? Like Mithril, Adamantium, Blueeyedrium, Humorium...
One of my few regrets about being born female is the inability to grow a handlebar mustache. -Landstander^Gold armor = vendor trash?
One of my few regrets about being born female is the inability to grow a handlebar mustache. -Landstander^ I assumed that, because really, you can hardly pick a metal any less usable for armor than gold.
Anyway, I can make the spirits. But first I need to know which maker version we are going to use or if they are using different spirit sizes. The only game I've ever made was with the 2000 version, so I'm only familiar with these spirits.
The second thing is, I'd like to work with actual artwork. So does any of us have drawing skills? Or does anyone who reads this topic but doesn't contribute has some?
I wish I could draw. Or sprite. Or really do anything other than contribute ideas. Meh.
One of my few regrets about being born female is the inability to grow a handlebar mustache. -LandstanderOkay, I am working on it, but I run into a problem.
As I designed the basic outfit for the orcs, based on Roman legionaries, I realized that the player avatar is going to be our heroine and that her "basic outfit" is going to be the standard orc armor. But thanks to the limited graphics, that means she basically looks indistinguishable from the rest of the soldiers, which isn't really bad, but looks a bit boring.
So two options: Either we don't care, but remember, this is the character people will see the majority of the time, or we find a reason for her to ditch the armor.
Perhaps the orcs are a society where the women are valuable warriors?
And, to differentiate her, perhaps her superiors gave her some new experimental armor? Or she stole it and everyone assumes it was given to her?
edited 7th Jun '10 7:03:58 PM by Deathonabun
One of my few regrets about being born female is the inability to grow a handlebar mustache. -LandstanderOf course.
I'm just waiting for someone to respond.
(Y'know what, I'm gonna PM eX again.)
EDIT: Sooooo I guess we're oughta talk about the gameplay?
We already established we're taking a bunch of stuff from Chrono Trigger (enemies are visible on the map, combination attacks). So maybe we should move away from Chrono Trigger a little in the mechanical details?
For one, should we have Limit Breaks, and if so what should they be?
Also, how should the skill system work? Using other RPGs as examples, I kinda liked how the skill/magic systems worked in FF 6 and FF 9 (and FF 10, but that's way too complicated to script).
Also also, what do we do for accessories/relics/whatever we're gonna call that type of armor that gives you some kind of special effect?
Also also also, do we have summons and if so what are they? (Probably this should tie into the plot, it kind of lends itself to this.)
edited 1st Jul '10 11:44:57 PM by BlackHumor
These are just my preferences, but I LOVE skills and abilities ala Final Fantasy Tactics Advance.
Perhaps not nessicarily from weapons, but just a system where the player gets to choose skills and spells. Some sort of customization.
As for summons; could there be a split faction of the Neater Monocles that just want the fighting to stop?
edited 4th Jul '10 12:36:52 AM by Deathonabun
One of my few regrets about being born female is the inability to grow a handlebar mustache. -LandstanderNeater Monocles? Really?
Oh, and eX P Med me to say he's gonna be posting here again pretty soon, so yay, finally we'll be moving again.
Yup! Anagram of Enter Cool Name.
One of my few regrets about being born female is the inability to grow a handlebar mustache. -Landstander

For materials, if you're going for armor, then perhaps different kinds of metal? Each metal could have their own pros/cons. Example: "Gold" material (when equipped) increases Defense, but decreases Speed.