Jama7301 wrote:Sounds interesting. How do you plan to make it flexible, if I may ask? Like an engine where people can easily change things to make their own 2D rpg from it?
Yeah, it's essentially a completely open source RPG Maker styled program. Advantages being since content is mainly file based it makes adding content a whole lot easier to do even without a GUI interface to work with it. I'm trying to make the files as obvious as can be so anyone can understand how to change them even from a text editor, and if things still need explaining I'm keeping a wiki on the github as well for features. Also, most of the core code is very generic typed with the only real thing defining the game as FF1 styled is how Scenes are assembled, but with it being open source you are free to change how these are designed.
Example, adding a new spell is as simple as creating a .ini file that contains element, damage, and what jobs can learn it, then an image for animation, and then package them in a folder that's the name of the spell.
I plan on working on the toolkit for the engine so it can automate all that for you with a more visual interaction, but I don't want to lock out the possibility of editing directly from notepad or allowing someone else to make another better editor GUI, like how RPG Maker does it.