- Jul 9, 2018
- 295
- 248
i feel your pain bro. FoM fascinated me from the start, just playing the demo there in 2015 made me fell in love with Ravy.never thought i'd see the day where one of my first and favorite games that awakened like all my fetishes would get tagged abandoned
#R.I.P Ravy
Be careful. Half the reason I think he gave up on it is because the logic became so complex. He had to make separate code for each possible combination of clothing for each iteration of choices. If you take a solid week to plot the logic better, you'll probably save yourself a buttload of time.I'm considering open-sourcing this project. make some improvements and stuff. Only problem is that I'm not an artist...
Not gonna lie, I've been having the same though. First improvement was getting away from RPGM. A simple RPGM tileset based engine is simple enough to make in a relatively short time frame. And it means not having to code the complex logic around switches and events. Can code each system exactly as its needed.I'm considering open-sourcing this project. make some improvements and stuff. Only problem is that I'm not an artist...
Be careful. Half the reason I think he gave up on it is because the logic became so complex. He had to make separate code for each possible combination of clothing for each iteration of choices. If you take a solid week to plot the logic better, you'll probably save yourself a buttload of time.
Same, I think a relatively large large portion of this forum's users are devs in some form or fashion .Not gonna lie, I've been having the same though. First improvement was getting away from RPGM. A simple RPGM tileset based engine is simple enough to make in a relatively short time frame. And it means not having to code the complex logic around switches and events. Can code each system exactly as its needed.
But also, I'm no artist....
EDIT:
My only limitation is I work full time (software dev), so it would be a "pet project in spare time" sort of thing.
Don't get me wrong, I'm not against RPGM I just think it's not the right tool for this game. I have also looked around for better tools but kept coming back to the idea that it's going to have to be custom made in order to do it justice. I was looking at creating an engine in C++ with GLFW, which is pretty simple. The only drawback would be for cross-platform it would have to be compiled separately on those machines. WebGL is a good workaround for that, and fuck it, if I've worked with OpenGL in C++, javascript wouldn't be that much harderSame, I think a relatively large large portion of this forum's users are devs in some form or fashion .
While RPG MV isn't bad (there's plently of good MV games here)... the VX ACE version we had to deal with so far is... well... we want more. I got inspired by the remake of Secret of Mana (pictured below) and thought it would be a great fit because I did see Nerion trying very hard to add depth into the game. I mean, several of the buildings in FoM are massive multi-level structures.
I've been shopping around, looking for something light, cross-platform and free. That ruled out anything Enterbrain offers, Unity and UE4. There's RenPy but that's more suited for visual novels. Tried Godot but I found all the "easy to use" stuff was a lie.
Since I couldn't find anything suitable I've been starting from scratch. So I been playing around in WebGL2 with NW.js (You must be registered to see the linksis a great resource), making cubes and prototyping interfaces and text rendering... I'm not an artist so everything I can't re-use is programmer art .
GLFW brings back memories! I'm a C++ programmer as well but I rarely get to do anything with it. Being the sole C++ programmer on the team doesn't help ... Not that I get to do much with WebGL either cause it doesn't run on IE6... ugh. JavaScript is not C++ but it's fairly straight-forward, an acquired taste I suppose. It's a lot better than Go though... I have a 30-point list for that on my nag wall.Don't get me wrong, I'm not against RPGM I just think it's not the right tool for this game. I have also looked around for better tools but kept coming back to the idea that it's going to have to be custom made in order to do it justice. I was looking at creating an engine in C++ with GLFW, which is pretty simple. The only drawback would be for cross-platform it would have to be compiled separately on those machines. WebGL is a good workaround for that, and fuck it, if I've worked with OpenGL in C++, javascript wouldn't be that much harder
Yeah, but honestly I've seen more stress trying to make something IE compatible rather than just telling people it's not supported. I mean, there's some cases where IE is required and that's fine, but if there's no good reason...GLFW brings back memories! I'm a C++ programmer as well but I rarely get to do anything with it. Being the sole C++ programmer on the team doesn't help ... Not that I get to do much with WebGL either cause it doesn't run on IE6... ugh. JavaScript is not C++ but it's fairly straight-forward, an acquired taste I suppose. It's a lot better than Go though... I have a 30-point list for that on my nag wall.
no Silentce you are not alone in this i too hope some one will continue this gem it has potential plus i really liked both the story and gameplay aspects there was a lot to do in this game and you dont get detailed gameplay or rhis kind of fun from alot of games sadlily now a days. i hope there will be some one who picks this up or atleast it will have a turn around.
I remember that being said before. It almost sounds like, if someone tried to take this game on, it would be easier to redo it completely, and set events to certain outfits.I've dived into some of the code before with a decompiler, and the truth is... it's very messy. He has to code every piece of clothing for every scene individually. Events depend on other events which depend on other events. I think it just got too complicated.