DaFool wrote:
Besides blakjak, usul and I, who else here is making an SRPG (Utawarerumono / Disgaea / FF Tactics clone)?
Well, it should come as no surprise that I've got a game or two waiting in the wings for the engine to be ready for them and for me to have enough free time to devote to them!
I'm seriously considering upgrading
Abraxas to a full grid-based game instead of the path-based thing I had before, for starters; I didn't consider it before because it started out as a NaNo project, and as such I wanted to not spend too long on the battle system for it, but since I missed that deadline, I could see myself spending longer on it. I've also got a story-driven SRPG/Advance-Wars-clone idea that I wanted to do for a TigSource competition ages ago (I could probably still use the same free sprites and tiles, in fact) but got busy with work and ran out of time for... I might even leave re-do that from scratch as a NaNo project next year. ;-)
DaFool wrote:
Each set of prerendered pngs per character is around 40 megs - that includes all animations in 8 directions.
Out of interest, what sort of resolution are you working at, and how many animations do you have?
The Clyde graphics for the demo take up just a bit over 200kb for four 6-frame walk directions and standing directions. Taking twice the number of directions and frames, that would be 800kb, then just at a guess, based on other games' sprites, maybe multiply the frame count by 4 to take into account all the other animations (attacks, hurt, etc.)... that still leaves me at around 3.2MB, an order of magnitude less space!
DaFool wrote:
The mechanics of tactical RPGs haven't changed much since Advance Wars and X-COM -- so the way you make your game interesting is to provide expansive maps with lots of obstacles and a bigger variety of unit types with complementary abilities.
The basic mechanics haven't, but then the basic mechanics of the FPS haven't changed
much since Wolfenstein 3D back in 1992 (most of the improvement has been technological). Various titles - including several of Nippon Ichi's - have put new rules into the mix that result in quite a different game, all the same. Go play
Phantom Brave and then come back and tell me it's the same game that
UFO: Enemy Unknown was! It's admittedly not so much of an evolution as
Gears of War to
Wolf3D, but it's still development of the idea which distinguishes that game quite distinctly from others of its type.