Ayanami
칼리
- Reaction score
- 288
Final Fantasy Warcraft basically is a isometric turned-based tactics game where you move by grids. This game is greatly based on Final Fantasy Tactics A2.
I'm unsure if I should actually start on this project. However, I did create the core system, which consists of all grid mechanics, moving mechanics, attacking mechanics, etc.
A screen-shot of what the grids look like.
And a screen-shot displaying the panels which you can move if you want to move.
Game Details
The game detail is pretty similar to Final Fantasy Tactics A2. Basically, you take turns to move around the map and attack each other with normal attack and spells.
Turns
Each player controls one hero unit. These unit only can move in turns. The sequence of the units are determined by their "Speed". Units with higher speed have their turns in further at the top of the sequence. Thus, the unit with the highest speed in the battlefield will be able to take action first. A unit with twice the speed of another unit is able to take another turn before the other unit takes turn. So let's say unit A has 100 speed. Unit B has 49 speed. The turn order would be:
1) A
2) A
3) B
Different hero jobs have different base speed. In a turn, a unit have the commands Move, Attack, Spells and Wait.
Move
Move basically moves your unit to other panels. The amount of panels that you can travel are based on a stats called "Movement". The screen-shot above displays the movable range for a unit with 4 Movement.
Attack
Attack allows your unit to physically attack your enemies. However, a melee hero only can attack units that are adjacent to them. Diagonally adjacent does not apply. Ranged heroes are able to attack further away, but dependent on their Range. Physical damage depends on the stat "Power".
Spells
Spells can be in many forms. Some job spells mostly consist of support spells such as heal while other job spells might consist offensive spells such as magic area damage. Spells all differ based on the job. Magical spells depend on the stat "Magic" while Physical damage depends on the stat "Power". Spells cannot be leveled. They are dependent on the unit's stats, so it will scale accordingly. Instead, spells can be bought by "Kill Points", which are obtained as you kill enemy units. Spells are bought in shops that are placed randomly on the map. Do note that friendly fire is applicable for area targeted spells in this game.
Wait
Wait is basically the command to end your turn. When you wait, you are given the choice to face Up, Right, Down or Left. The importance of unit facing will be explained later on. If you commanded Wait without moving on that turn, your next turn comes earlier.
Importance of Facing
In this game, the facing direction is extremely important. Units that attack another unit from its facing direction will cause a decrease in damage and chance to hit. Units attacking from the side will deal normal damage and have their standard chance to hit, which is all based on their stats. Attacking from the back gives a greater chance to hit while boosting damage dealt. Thus, it's important that players make the correct decision when moving, attacking or even waiting. Teamwork will be necessary too. For example, a player could move their units to their teammate's unit and face in a way so that their backs are faced to each other. This eliminates any back-attack from physical attackers.
Objective
At this stage, I'm not too sure what objective it should be. Perhaps a kill count that your team have to reach first. Or perhaps a CTF. Could make it have different modes.
Death
On an event that you die, all enemy heroes will gain experience. The killer will receive "Kill Points" which is necessary to purchase new abilities. The dead hero will be revived in a number of turns, or alternatively, can be revived by abilities and items.
Items
Items also require "Kill Points" to be purchased. Items are either a permanent item or a usable item. Usable items tend to be Potions, etc which are for one-time use. Permanent items comes in types, such as armors and weapons. More than one weapon or armor can be equipped at a time, which is not the case for the actual Final Fantasy Tactics A2. However, all items reduce speed. Thus, having too much items can result in a negative effect as well.
Stats
These are the stats that are in this game.
Health - Health of the unit
Power - Determines the damage dealt from a physical damage
Armor - Determines the damage blocked from a physical damage
Mana - Mana of the unit
Magic - Determines the damage dealt from a magical damage
Resistance - Determines the damage blocked from a magic damage
Accuracy - Determines the chance to hit a unit.
Speed - Determines the chance to evade an ability and the turn sequence.
At the moment, I don't really consider having a cap on hero levels. All stats increases every level by default, however, the growth defers for different heroes. Leveling heroes also obtain extra point(s) which they can allocate to Strength, Agility or Intelligence. Strength basically increases Health, Armor and Power. Agility increases Accuracy and Speed. Intelligence increases Mana, Magic and Resistance. This allows customization for players.
For the chance to hit and dodging mechanics, it's quite simple. If the attacker's Accuracy is greater than or equal to the target's speed, the chance to hit is 100%. If the attacker's Accuracy is less than the target's speed, the chance to hit decreases. The minimum chance to hit is 20%.
NPC Unit
These units are basically "Neutral Hostile Creeps" in terms of Warcraft III. These units are basically ordered to move around the battle field and attack any player except themselves. They serve as sources for level and Kill Points for players during the early stages. They spawn periodically and some of them are spawned from start.
Things That Need to be Done
- Heroes
- Hero Abilities
- Completion of Stat System
- Terrain
Terrainer
I'm in need of a person who can terrain. Doesn't have to be an epic terrain, a pretty simple one.
Feedback
Currently, although I have all these ideas in mind, I'm still not sue whether if I should continue with the project. Thus, I need some feedback before I actually start. Would this be a fun game to play? Feel free to leave any feedback about this idea.
Thank you.
I'm unsure if I should actually start on this project. However, I did create the core system, which consists of all grid mechanics, moving mechanics, attacking mechanics, etc.
A screen-shot of what the grids look like.

And a screen-shot displaying the panels which you can move if you want to move.

Game Details
The game detail is pretty similar to Final Fantasy Tactics A2. Basically, you take turns to move around the map and attack each other with normal attack and spells.
Turns
Each player controls one hero unit. These unit only can move in turns. The sequence of the units are determined by their "Speed". Units with higher speed have their turns in further at the top of the sequence. Thus, the unit with the highest speed in the battlefield will be able to take action first. A unit with twice the speed of another unit is able to take another turn before the other unit takes turn. So let's say unit A has 100 speed. Unit B has 49 speed. The turn order would be:
1) A
2) A
3) B
Different hero jobs have different base speed. In a turn, a unit have the commands Move, Attack, Spells and Wait.
Move
Move basically moves your unit to other panels. The amount of panels that you can travel are based on a stats called "Movement". The screen-shot above displays the movable range for a unit with 4 Movement.
Attack
Attack allows your unit to physically attack your enemies. However, a melee hero only can attack units that are adjacent to them. Diagonally adjacent does not apply. Ranged heroes are able to attack further away, but dependent on their Range. Physical damage depends on the stat "Power".
Spells
Spells can be in many forms. Some job spells mostly consist of support spells such as heal while other job spells might consist offensive spells such as magic area damage. Spells all differ based on the job. Magical spells depend on the stat "Magic" while Physical damage depends on the stat "Power". Spells cannot be leveled. They are dependent on the unit's stats, so it will scale accordingly. Instead, spells can be bought by "Kill Points", which are obtained as you kill enemy units. Spells are bought in shops that are placed randomly on the map. Do note that friendly fire is applicable for area targeted spells in this game.
Wait
Wait is basically the command to end your turn. When you wait, you are given the choice to face Up, Right, Down or Left. The importance of unit facing will be explained later on. If you commanded Wait without moving on that turn, your next turn comes earlier.
Importance of Facing
In this game, the facing direction is extremely important. Units that attack another unit from its facing direction will cause a decrease in damage and chance to hit. Units attacking from the side will deal normal damage and have their standard chance to hit, which is all based on their stats. Attacking from the back gives a greater chance to hit while boosting damage dealt. Thus, it's important that players make the correct decision when moving, attacking or even waiting. Teamwork will be necessary too. For example, a player could move their units to their teammate's unit and face in a way so that their backs are faced to each other. This eliminates any back-attack from physical attackers.
Objective
At this stage, I'm not too sure what objective it should be. Perhaps a kill count that your team have to reach first. Or perhaps a CTF. Could make it have different modes.
Death
On an event that you die, all enemy heroes will gain experience. The killer will receive "Kill Points" which is necessary to purchase new abilities. The dead hero will be revived in a number of turns, or alternatively, can be revived by abilities and items.
Items
Items also require "Kill Points" to be purchased. Items are either a permanent item or a usable item. Usable items tend to be Potions, etc which are for one-time use. Permanent items comes in types, such as armors and weapons. More than one weapon or armor can be equipped at a time, which is not the case for the actual Final Fantasy Tactics A2. However, all items reduce speed. Thus, having too much items can result in a negative effect as well.
Stats
These are the stats that are in this game.
Health - Health of the unit
Power - Determines the damage dealt from a physical damage
Armor - Determines the damage blocked from a physical damage
Mana - Mana of the unit
Magic - Determines the damage dealt from a magical damage
Resistance - Determines the damage blocked from a magic damage
Accuracy - Determines the chance to hit a unit.
Speed - Determines the chance to evade an ability and the turn sequence.
At the moment, I don't really consider having a cap on hero levels. All stats increases every level by default, however, the growth defers for different heroes. Leveling heroes also obtain extra point(s) which they can allocate to Strength, Agility or Intelligence. Strength basically increases Health, Armor and Power. Agility increases Accuracy and Speed. Intelligence increases Mana, Magic and Resistance. This allows customization for players.
For the chance to hit and dodging mechanics, it's quite simple. If the attacker's Accuracy is greater than or equal to the target's speed, the chance to hit is 100%. If the attacker's Accuracy is less than the target's speed, the chance to hit decreases. The minimum chance to hit is 20%.
NPC Unit
These units are basically "Neutral Hostile Creeps" in terms of Warcraft III. These units are basically ordered to move around the battle field and attack any player except themselves. They serve as sources for level and Kill Points for players during the early stages. They spawn periodically and some of them are spawned from start.
Things That Need to be Done
- Heroes
- Hero Abilities
- Completion of Stat System
- Terrain
Terrainer
I'm in need of a person who can terrain. Doesn't have to be an epic terrain, a pretty simple one.
Feedback
Currently, although I have all these ideas in mind, I'm still not sue whether if I should continue with the project. Thus, I need some feedback before I actually start. Would this be a fun game to play? Feel free to leave any feedback about this idea.
Thank you.