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

Apr 7 2019, 4:04 pm Oh_Man Post #6

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

So December is now in the past. Is this project still en route?




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[10:01 am]
KrayZee -- :wob:
[05:13 am]
jjf28 -- :wob:
[03:19 am]
MTiger156 -- :wob:
[02:07 am]
Bar Refaeli -- :wob:
[12:35 am]
jjf28 -- but ya that's just getting rid of splash rather than changing to to enemies only
[12:34 am]
jjf28 -- MTiger156
MTiger156 shouted: jjf28 would be the same as setting splash radius to 0, or setting damage type to Normal
normal damage is not the same as explosive damage
[12:12 am]
MTiger156 -- jjf28
jjf28 shouted: you could of course simply assign a non-splash weapon of the same damage class to the unit that otherwise had a splash weapon
would be the same as setting splash radius to 0, or setting damage type to Normal
[07:08 pm]
jjf28 -- you could of course simply assign a non-splash weapon of the same damage class to the unit that otherwise had a splash weapon
[05:19 pm]
RdeRenato -- I thought the same, class damage, change things to "splash (enemy)" so as not to kill myself. Just my question appeared when I saw UMS without an ally splash, I have not seen post or anything about it
[02:55 pm]
Voyager7456 -- Splash (Enemy) is what Firebats do - it just prevents damage to your own units
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