- First Fantasy II: Pokéwalrus (Magenta version)
- 07 Jul 2023 06:37:54 pm
- Last edited by DJ Omnimaga on 29 Aug 2023 04:05:43 am; edited 3 times in total
In early 2016 I worked on an hybrid TI-BASIC RPG called Pokéwalrus intended to include 150 different walruses to capture in 3 vs 1 battles, giving you the ability to use them in battle parties. Unfortunately my interest in calc programming waned shortly after that and then past life issues took their toll on my health. However, starting in 2020 I started either reviving or giving major updates to calculator projects that had not been updated for years and/or were abandoned. This time around it's Pokéwalrus turn to get revived, although as a Celtic CE-enhanced TI-BASIC game instead of using grosged's Sprites library. Here comes First Fantasy II: Pokéwalrus (the original FFII project was renamed to First Fantasy Zero).
So far the overworld map is done, but you cannot enter any dungeon (I still need to do maps for them). The intro is also done and is essentially an hommage to the NES and Famicom Final Fantasy games, but the story setting is set around 1000 years after Darkblasters. There are already 46 playable characters in the game, out of 300. Battles are not done but the presentation is mostly done (although slow for the initial loading) and you can see battle commands and although they are separate from battles right now, attack move animations are done, although like in the NES Final Fantasy you'll notice while playing that many attacks are merely recolored versions of their originals. Nonetheless they show some Celtic non-sprite graphical capabilities. If Celtic CE ever allows the user to scroll only a portion of the screen then I might add an earthquake attack move to spice things up, but there are so many amazing things Roccolox Programs added to it already so Roccolox++ (yes I know Karma doesn't work on forums). I also obviously need to add dungeon maps to the mix (the overworld is 130x100).
It's essentially a more open-world, 3 vs 3 version of Pokémon with no human involved (other than for creating this universe in the first place by causing two apocalypses in a row) and no items. Some walruses can heal others or themselves, so like in Final Fantasy it's generally a good idea to include a walrus that has healing abilities in your party. Keep in mind that the game will be very large due to the map data and the large amount of sprite data, though. There will probably be a version with far fewer playable characters for those who prefers a smaller file size experience.
So far the overworld map is done, but you cannot enter any dungeon (I still need to do maps for them). The intro is also done and is essentially an hommage to the NES and Famicom Final Fantasy games, but the story setting is set around 1000 years after Darkblasters. There are already 46 playable characters in the game, out of 300. Battles are not done but the presentation is mostly done (although slow for the initial loading) and you can see battle commands and although they are separate from battles right now, attack move animations are done, although like in the NES Final Fantasy you'll notice while playing that many attacks are merely recolored versions of their originals. Nonetheless they show some Celtic non-sprite graphical capabilities. If Celtic CE ever allows the user to scroll only a portion of the screen then I might add an earthquake attack move to spice things up, but there are so many amazing things Roccolox Programs added to it already so Roccolox++ (yes I know Karma doesn't work on forums). I also obviously need to add dungeon maps to the mix (the overworld is 130x100).
It's essentially a more open-world, 3 vs 3 version of Pokémon with no human involved (other than for creating this universe in the first place by causing two apocalypses in a row) and no items. Some walruses can heal others or themselves, so like in Final Fantasy it's generally a good idea to include a walrus that has healing abilities in your party. Keep in mind that the game will be very large due to the map data and the large amount of sprite data, though. There will probably be a version with far fewer playable characters for those who prefers a smaller file size experience.