Staredit Network > Forums > SC1 Map Production > Topic: Final Fantasy VII
Final Fantasy VII
Sep 23 2017, 3:21 pm
By: MetalGear  

Sep 23 2017, 3:21 pm MetalGear Post #1



About

I've decided to re-invent FF7 in Starcraft using a complex turn-based battle system.

Specifications

Tileset: Jungle
Size: 256x256
Players: 2

Special Features

- Includes more than 10 original soundtracks.
- Virtual HP system.
- Decent visual effects in battle.
- Able to equip weapons, armor, and accessories.
- Choose from up to 20 spells.
- Advanced attributes system.

Attributes

When the game starts, instead of choosing your attributes (like in my previous maps), initial attribute points
will be randomly distributed among attributes. But as you level up, you will get to choose which attributes to
improve.


HP: Raises total hit points.
MP: Raises total magic points.
Strength: Raises physical damage output.
Dexterity: Raises combat speed.
Vitality: Raises physical armor.
Magic: Raises spell power.
Spirit: Raises magic defense.
Luck: Raises chances of critical strike.

Spells

Alteration

Destruction

Independent

Protection


Post has been edited 1 time(s), last time on Sep 24 2017, 12:30 am by MetalGear.



None.

Sep 24 2017, 3:35 pm Oh_Man Post #2

Find Me On Discord (Brood War UMS Community & Staredit Network)

Exciting news. Any ETA for release?




Sep 24 2017, 8:30 pm ScOULaris Post #3



Sign me up. Will it attempt to hit the major story beats of the game or just a portion of it?

Or is it just going to be "inspired" by FF7 without attempting to straight-up remake it in SC?



None.

Sep 25 2017, 4:42 am MetalGear Post #4



I intend to complete this project by December.

I'm going to keep the storyline brief as the menu system will chew up a lot of strings.

It won't be a 100% remake. Materia doesn't 'grow' as such. However, just like the original game, it does fit into actual slots you attain from weapons and armor. And the level of damage your spells deal takes into account the Magic attribute as well as an enemy's magic defense. Some enemies (including bosses) are also weak to certain types of spells.



None.

Oct 7 2017, 1:02 am Pauper Post #5



This looks sweet! Any screenshots?



Alias: Oo.Pauper.oO - Mp)Madness - Bitz - p00pyjoel

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[06:34 am]
O)FaRTy1billion[MM] -- ya, give clears orders
[03:20 am]
MTiger156 -- or, you could have multiple spawn boxes near eachother, then it would be easy
[03:19 am]
MTiger156 -- each cycle would start when there are no Player Y units in the spawn
[03:18 am]
MTiger156 -- then the closest you can get would be to give X units to player Y, order player Y units to one of the destinations. When those X units leave the spawn, then repeat with a new destination
[02:48 am]
Swampfox -- well thats not effective because the order command cant specify single units
[02:19 am]
MTiger156 -- what about giving before moving?
[01:43 am]
Swampfox -- i have a stack of units that i want to order to move all at the same time to several different locations... i cant manage it lol
[01:41 am]
Swampfox -- agh you cant give a a unit an order and give that unit to another player in the same trigger cycle and expect it to move huh?
[01:25 am]
MTiger156 -- New patch for Mafia City! http://www.staredit.net/topic/17740/ I will be heavily supporting this map for a while. Play it and give lots of feedback!
[12:52 pm]
jjf28 -- Oh_Man
Oh_Man shouted: How does "flingy" even work
describes movement properties of a unit and links to the units sprite
Please log in to shout.


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