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Re: Spira: Besaid - RPG Mode WIP

Posted: Mon Dec 24, 2007 5:42 pm
by plokoon761
Well, at least u got a back up plan lol.

Re: Spira: Besaid - RPG Mode WIP

Posted: Wed Dec 26, 2007 6:01 am
by Maveritchell
Quick update: The last parts of the temple have been constructed which means physically the map is more or less complete. I still have to script in the last few objectives, but I've now got a list of things I need to do before release:
Finish objectives (Remaining: 6)
Complete miniboss/boss setup and add in all the monsters to the final temple
Final bugchecking (RPG)
Add in conquest mode
Polishing stuff (loadscreen etc.)
Beta test
Release

Re: Spira: Besaid - RPG Mode WIP

Posted: Thu Dec 27, 2007 3:35 am
by plokoon761
Sweet, thats crazy, you even have a mini boss? thats amazing, seriously, I cant believe your doing this with bf2.
Well, good luck, even though you dont seem to need it lol.


ps: can I beta test when a beta is ready?

Re: Spira: Besaid - RPG Mode WIP

Posted: Fri Dec 28, 2007 3:35 am
by Maveritchell
@plokoon761: Thanks, I appreciate the feedback. It's nice to see some interest in this, at least. Anyway, sure, you can betatest. My test will probably be in about a week (I'm mostly done now, but I'm heading away for a few days), and I've already selected a few testers.

A quick update: Of the stuff I had left to do, I've finished scripting in everything to my .lua - I'm pretty sure this is the longest .lua ever for BF2; normal conquest .luas are 10KB, mine is 150KB. :lol:
I also finished creating and working in the miniboss and boss. Both are pretty neat pieces of work, in my opinion. The boss is going to be haaard... even if you go in there with your overdrives charged. Each of the miniboss/boss should be recognizable from Final Fantasy, so guesses can go out now who they'll be, haha (no guessing, FragMe! :P ).

I've also decided on adding KotOR conquest. This is a really large map, but I think I can make it work for conquest. Plus, I love working on my KotOR sides.

Re: Spira: Besaid - RPG Mode WIP

Posted: Fri Dec 28, 2007 9:34 am
by MandeRek
150!!!!!! :eek:



Mav', this is REALLY nice! It's just a vague idea, but you might make a map series with RPG scripts... Still, if you have one huge map and the RPG scripts as you have now, i think it'll take a while before someone finished it! This is indeed, agreed with plokoon, REALLY cool, and great that you could do this in SWBFII... I does bring a new dimension.. Nice KotOR conquest is added as wel! Can't wait! :lol:

Re: Spira: Besaid - RPG Mode WIP

Posted: Mon Dec 31, 2007 5:51 pm
by cloneknight
wow mimiboss and bosses. im impresed. i have never played Final Fantasy but i hope my knowlage of zelda games will help lol. can i beta also?

Re: Spira: Besaid - RPG Mode WIP

Posted: Thu Jan 03, 2008 5:17 pm
by Maveritchell
Sure thing, cloneknight. I'll cap it there, because with you and plokoon and the other 4 or so people I want to test I'll probably have all I need.

And good news! I've been doing some final cleaning up of everything, and I can pretty much confirm the save function fully working. It'll now save your character level, the number of lives you have left, the completion percentage of your game, and whether you've done the sidequests or not. That is to say it'll pretty much remember everything you've done. All I have left to do is script in the actual ending to the game (I know I said I was done before, but I'm adding a little cinema-ish thing at the end that wraps up the story) and then I can send this out to my beta testers. Beta testers, expect this map to be testable either today or tomorrow.

Re: Spira: Besaid - RPG Mode WIP

Posted: Thu Jan 03, 2008 5:19 pm
by MandeRek
Wow, sounds really good! Can't wait to play this :D

Re: Spira: Besaid - RPG Mode WIP

Posted: Thu Jan 03, 2008 5:36 pm
by plokoon761
Dude, i got an idea. mabe for 2.0 u just just plan on makin an mmo version. like take away the final boss and make an area where people can fight eachother. :)

Re: Spira: Besaid - RPG Mode WIP

Posted: Fri Jan 04, 2008 6:57 am
by Maveritchell
Beta's been sent out to the testers, so that means you can expect a full map release within the week.

Here's a quick overview of how the save function works (this is in info that's included with the download):
Hidden/Spoiler:
Saving:
Saving, while useful, is a fairly limited thing. It'll save everything you've done, including player level, story progress, sidequest completion (although not sidequest progress - remember this if you save mid-sidequest), and player lives.

To save, simply enter the save region (White CTF region near original spawning point) at any point during the story, with the exception of when you've just spawned (explained later). When you enter this region, a series of numbers will show up in the upper left-hand corner of the screen, like this:
Save Slot 1:
1
Save Slot 2:
1
Save Slot 3:
1

...etc., all the way through "Save Slot 12." Remember those 12 numbers, in that order (keep paper & pen handy).

To restore a saved game, simply enter the save region as soon as you load the level, before you do anything. You will be teleported to a room with 5 boxes, numbered 1-5. Using those boxes, enter your save code (the 12 numbers) in order. Once you've done that you'll be teleported out and your game will be resumed where you saved from.

Just a quick note: Yes, hypothetically you could try and enter random numbers in to start at some point without having a legitimate save code. Often, when you try this, you will be very successful in giving yourself a high level. However, because of the way I set up the objectives, there is a very, very slim chance the objective numbers you guess will mean anything to the game, so you'll just be stuck at a high level with nothing to do. Basically, you can try to cheat, but likely it won't work.

Re: Spira: Besaid - RPG Mode WIP

Posted: Tue Jan 08, 2008 4:50 pm
by Maveritchell
I'd like to thank all my beta testers, you guys have been great in making sure I got feedback on what was and what was not a problem. I'm going to do a little bit more testing by myself on some little-bitty things, but as of right now, RPG mode is just about 100%. Here's a list of things I've cleaned up since the beta test:

Overdrive system fixed up
Mapbounds added
Save code slowed down
Save code working 100% of the time
Small pools of water (accidental) removed
Al Bhed sidequest 2 fixed
Crusader sidequest fixed
Floating tree fixed
Issue with an object showing up too early fixed
Spawnpoint created too early, allowed for skipping ahead
Tips added to mapscreen to make keeping up with story easier
Skydome adjusted
Missing object texture fixed
Shadows fixed
More foliage added
Screen fades added to dream sequence
Fewer fiends at lower levels
Extra fiend type added

There might be some more, but that's all I can think of off the top of my head.

And here's a pic of the loadscreen:
Image

Re: Spira: Besaid - RPG Mode WIP

Posted: Tue Jan 08, 2008 4:59 pm
by FOOLIS
Looks Good :thumbs:

Re: Spira: Besaid - RPG Mode WIP

Posted: Tue Jan 08, 2008 5:06 pm
by Teancum
Wow! Dare I say I'm besaid myself? :funny2:

Re: Spira: Besaid - RPG Mode WIP

Posted: Tue Jan 08, 2008 5:14 pm
by Delta 47
Wow this looks great! :runaway: I Like the loading screen :shock:

Re: Spira: Besaid - RPG Mode WIP

Posted: Thu Jan 10, 2008 9:27 am
by Guest
thats... UNBELIEVABLE :eek: i have never played FF games but it looks just AWESOME (well as everything you did before)
you could do a kotor rpg next if you have no plans for something different

Re: Spira: Besaid - RPG Mode WIP

Posted: Thu Jan 10, 2008 10:22 am
by Maveritchell
negah wrote:thats... UNBELIEVABLE :eek: i have never played FF games but it looks just AWESOME (well as everything you did before)
you could do a kotor rpg next if you have no plans for something different
To be honest, I almost wish I'd done a KotOR RPG myself. In fact, if I started over, I might have done that, but this project had sort've an odd evolution. I originally remember, when I uploaded the Magic Weapons mod to BFFiles, seeing an "Ifrit," which is one of the summons in Final Fantasy.

At the time I sort've thought that it would be fun to set up a completely magic (Final Fantasy)-related hero assault map. I started, and once I got all the sides work done, I remember feeling that Besaid would be a nice setting for a hero assault. Of course, if I was going to have Final Fantasy characters, I'd need Final Fantasy enemies. So I made those. Also, I'd been including sidequests in my previous maps, and I thought that this hero assault map would be a really fun map to make a sidequest on.

I was originally going to just have a simple sidequest in which you could unlock an extra character (was going to be a Cactuar, but he never got put in game, as once I got going I realized a cactuar wouldn't work as a fiend on Besaid), just like in Ralltiir where you could unlock ghost Old Ben by completing the sidequest. I then decided that a fun way to start off the sidequest would be to follow the path Tidus (the main character) took when he was actually on the island. (This was the first level, so it was fairly linear.)

By the time I'd started to put that into action, I was going to have the map then start with a sidequest and finish up with hero assault, making it a sort've hybrid map. Then I just got so caught up on adding new objectives and deepening the story, somewhere along the way I abandoned the idea of a hero assault (team deathmatch) mode involved at all. Then I made a leveling system, etc, etc. What I find really funny is how this was just going to be a really simple, quick map and I ended up spending four months on it.

(All that being said, I don't know if I have it in me to do another RPG map in the near future or ever. I spent multiple hours almost every day for four months working on this - it was a lot of work.)

Re: Spira: Besaid - RPG Mode WIP

Posted: Thu Jan 10, 2008 11:17 am
by Caleb1117
Ok, I made an addon attempt the other day, if it works, I'm gonna start on yours, it'll have to be one whole one, which might be hard, but we'll see.

I may try and send it through Gogie, to see if he can make the tail like a tentacle.

Re: Spira: Besaid - RPG Mode WIP

Posted: Thu Jan 10, 2008 11:20 am
by Maveritchell
Caleb1117 wrote:Ok, I made an addon attempt the other day, if it works, I'm gonna start on yours, it'll have to be one whole one, which might be hard, but we'll see.

I may try and send it through Gogie, to see if he can make the tail like a tentacle.
Woah, way ahead of you, Caleb. I'm sorry, I must not have been clear. I took care of that addon a while ago. I appreciate the effort, though! :)

Re: Spira: Besaid - RPG Mode WIP

Posted: Thu Jan 10, 2008 11:23 am
by Caleb1117
Maveritchell wrote:
Caleb1117 wrote:Ok, I made an addon attempt the other day, if it works, I'm gonna start on yours, it'll have to be one whole one, which might be hard, but we'll see.

I may try and send it through Gogie, to see if he can make the tail like a tentacle.
Woah, way ahead of you, Caleb. I'm sorry, I must not have been clear. I took care of that addon a while ago. I appreciate the effort, though! :)
Oh, ok, Wew, I was worried about that thing.

Must have slipped down with it without me seeing. :P

Re: Spira: Besaid - RPG Mode WIP

Posted: Thu Jan 10, 2008 12:29 pm
by RepSharpshooter
Well could you make the save feature so it's on the pause menu? I'm sure you could but you'd probably not want to as it'd require the replacing of the main lvl's. I'm sure the menu print commands are a little more convenient than the ingame ones.