Tuesday, September 10, 2013

16-Bit Adventures musings

+Erik McGrath

Final Fantasy XIV is the Very Devil 

If you were wondering where I've been and what inspired has been doing there you have it. For those who have no idea what I'm talking about FFXIV is an MMO that just came out and like all such things it devours the souls of those who play. Naturally, most of the Inspired family is playing. 

16-Bit Adventures


+Christopher Andersen and I have been discussing doing some more adventures for 16-Bit Adventures like the ones we did for Firstown and Secondville. So as of now my goal is to make an adventure path designed to take PCs from level 1-10 and fight a horrible Endboss and if they win they will save the world. 

We will assume 4 PCs as a base and provide notes and suggestions for how to make it work for more players. Normally it means just making the random encounters have more or fewer monsters and adjusting Bosses to account for the different damage being given and received. As is the math for Bosses is pegged at assuming they are worth about 5-6 monsters so I'm hoping it will be easy to make it work for other numbers without needing too much effort.

More Bits!

At this point the basic engine of 16-Bit is done. It needs a lot of formatting, perhaps more than I am capable of providing, but the gist is solid. 

For here I want to work on two things: Switching Jobs and Tactics.

Switching Jobs

Right now you pick your job class and then you just follow it as you level. Since the inspiration for 16BA is mainly FF5 I think its important to capture the real essence of that game by having a core level for your character as well as job levels which add abilities and traits. I've not yet decided if it will be comparable with the current system but I would like it to be. 


This is the most requested thing about 16BA, when will it be able to do FFT. For my view it has to come after job switching is in the bag and it will require modification of a fair part of the system. Not only will it need movement and facing rules, but weapons and spells need ranges, you need terrain, etc. The biggest change would be to the monsters though. Fights will take a lot more time in a Tactics environment than the bare bones system currently in place. Not to mention monsters will need to be adjusted just like PCs.

In all its a lot of work I've got ahead of me, and a lot of FFXIV standing in the way. I will try to get it done week by week.

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