I'm sure most of you have seen my efforts occasionally posted around the various RM communities and since this forum seems to be the most active these days I've decided to make it my games new dev home. The main purpose of this thread is just to show people where I'm up to and hopefully get some encouraging feedback if people like what they see.
This remake is aiming to be as faithful as possible, and hopefully it should be impossible to tell its even made with rm2k3.
Feature List:
- Custom Menu System 99% similar to the original FF7 - Custom Battle System 99% similar to the original FF7 (including all mechanics, enemy AI, battle formulas, insane materia combos etc) - Custom Text System (using the pic pointer patch I've devised my own system that uses the actual FF7 font and is capable of multiple windows etc as in the original FF7) - Completely custom graphics (This won't just play like FF7, you'll recognise it all instantly in its 2D glory) - Basically everything will have a custom system. Shops, mini games, chocobos etc. NOTHING will be cut, expect everything (in due time). - Also for those wondering I've ripped the SFX and midi's from the pc version of FF7, so sound is completely authentic too (and not bad recorded quality either!)
Thanks for your encouraging replies everyone! To answer a few questions/comments:
@Rukira: Lag in rm2k3 is usually the fault of the code, solved by the separation of code by graphics rendering and calculation. The menu is a little slow at times, but only where I've tried to do things that are a little ambitious (like the bubble sort for the materia which has a wait time of a few seconds when you've maxed out the materia). However, I've specifically designed the battle system such that there's no slow down at all. Basically every module is independent in a parallel event and they poll and wait for eachother with semaphores, and I created my own wait for user input code that allows menus to auto-update themselves or self terminate (like if the menu detects the user is dead or incapacitated, or if selection target dies it'll automatically retarget a new enemy, etc). I think if I showed you my code it'd look quite alien to you.
@Drtmttr2007: I can see where you're coming from, but part of the appeal to this is the nostalgia factor and for that reason I won't be changing anything from the original. Ideally I want someone to be able to finish my remake by following a walkthrough from the original.
@CeilingCat: I didn't think anyone would notice the test monsters were the same as Square's! I won't be changing the script though, there will still be the famous "this guy are sick" etc.
@megalukes: All graphics and programming have been done by myself.
@Knot: I'm trying to keep this as low profile as possible for that reason. Ideally I want to put it out there out of the blue like the FF7 nes remake did, when it was too late for Square to do anything about it. Also in both cases of CnD's its been a bit unclear why they were stopped. The 3D Chrono Trigger remake would've competed directly anything they had planned for CT, and the new Chrono Trigger snes game someone was making was a hack of the original rom, so they were stealing Square's code basically. This may be non-threatening enough and non-competitive enough that it goes unnoticed, we'll see.
This post has been edited by Vanit: Mar 10 2011, 01:35 PM