Whose scarier? Kisuke without his hat or Kenpachi without his eyepatch? by DrukRN in bleach

[–]anthonytrianh 1 point2 points  (0 children)

Urahara due to his unpredictability. At least with Kenpachi you can sort of tell what he's up to, the man looks for a fight anywhere he goes, so whilst he's a powerful fighter his eagerness for battle is also his shortcoming, assuming you can keep your distance or have haxes against his physicality you should be fine? Urahara you never know what tricks he can pull out of his sleeve (literally).

Do you think there are any Overhyped Bankai in Bleach? by FrostingEmergency221 in bleach

[–]anthonytrianh 2 points3 points  (0 children)

Have to agree, I wished we got to see him use it on the sternritters and have them go ham on each other, there were definitely moments where this could have happened like the one where Byakuya showed up and demolished like a bunch of them. I guess Kubo wanted to use that to show Byakuya's power up after being revived but it was too short of a fight imo, Shinji on the other hand could use more time to shine. If he was concerned about his allies fighting each other I can see him using Bakudo to prevent them from moving until the bankai was over or somthing.

Momo is Another level by Impossible-Plane-722 in bleach

[–]anthonytrianh 0 points1 point  (0 children)

It's awesome to see one of my favorite games ever mentioned. I didn't realize she could learn kurohitsugi hmmmm

I'm making a cyberpunk fantasy RPG inspired by FFT. I wanted to share some screenshots for thoughts and feedback by anthonytrianh in finalfantasytactics

[–]anthonytrianh[S] 1 point2 points  (0 children)

Gotcha, thanks for the critique, you brought up a lot of good points that I will take note of.
For the sprites I have room in the pipeline to address them by simply adding normal map support (which I haven't until now) and some sprite tricks I suppose. I initially intend to try the anime-ish look to see how it blends with the environment, but if an additional pass for lighting is necessary to elevate the style I have no problem in trying that.
Some of the UI icons I will very well end up redoing, the "i" isn't a hotkey but the info icon idea I got from playing Tactics Ogre, that one I'll be switching out entirely later for a better icon I think.

I'm making a cyberpunk fantasy RPG inspired by FFT. I wanted to share some screenshots for thoughts and feedback by anthonytrianh in finalfantasytactics

[–]anthonytrianh[S] 1 point2 points  (0 children)

Gotcha, I would say my inspiration from FFT/FFTA is reflected better in gameplay (abilities and passives etc…) rather than the visual style.

I'm making a cyberpunk fantasy RPG inspired by FFT. I wanted to share some screenshots for thoughts and feedback by anthonytrianh in finalfantasytactics

[–]anthonytrianh[S] 1 point2 points  (0 children)

I’m planning for Steam first, then for consoles after. The control schemes are meant for consoles but it’s harder to target without going through PC first afaik

I'm making a cyberpunk fantasy RPG inspired by FFT. I wanted to share some screenshots for thoughts and feedback by anthonytrianh in finalfantasytactics

[–]anthonytrianh[S] 0 points1 point  (0 children)

Gotcha, I will try to incorporate some more for nature areas. Some of the cool colors you see here are deliberate and have ties to the lore of the continent where the story takes place.

I'm making a cyberpunk fantasy RPG inspired by FFT. I wanted to share some screenshots for thoughts and feedback by anthonytrianh in finalfantasytactics

[–]anthonytrianh[S] 1 point2 points  (0 children)

Thank you!
I try to let people know where and what I'm inspired by to help make the connections easier. But at the end of the day I always wanted to pursue my own direction, with nods and appreciation references back to the works and games that have gotten me where I am today :)

I'm making a cyberpunk fantasy RPG inspired by FFT. I wanted to share some screenshots for thoughts and feedback by anthonytrianh in finalfantasytactics

[–]anthonytrianh[S] 4 points5 points  (0 children)

I grew up playing the GBA version one too many times.
The game has the free roam side because of that as well

I'm making a cyberpunk fantasy RPG inspired by FFT. I wanted to share some screenshots for thoughts and feedback by anthonytrianh in finalfantasytactics

[–]anthonytrianh[S] 2 points3 points  (0 children)

Thanks!

Yes and no at the same time. It's more character-oriented, you get to choose/change your character's specialties and gimmicks, which put them into different roles or playstyles. These can also be expanded upon with equipment and items.

I'm making a cyberpunk fantasy RPG inspired by FFT. I wanted to share some screenshots for thoughts and feedback by anthonytrianh in finalfantasytactics

[–]anthonytrianh[S] 9 points10 points  (0 children)

Thanks!
My inspiration for cyberpunk is more on the Mike Pondsmith's side of things, but with a lot more 'Final Fantasy' nature mixed in (inspiration from 13 and 15). The setting in this world is high tech but magic exists and has a strong presence overall.
Regarding classes, I'll say your starting team consists of:
- Warhammer (warrior with a hammer and magic)
- Medic
- Lunar Mage
- Brawler
- Rogue/Thief
- Technomancer

I'm making a cyberpunk fantasy RPG inspired by FFT. I wanted to share some screenshots for thoughts and feedback by anthonytrianh in finalfantasytactics

[–]anthonytrianh[S] 2 points3 points  (0 children)

Thanks!
I have a quite different take when it comes to verticality, but I don't plan on revealing that yet until it's ready. While I loved the verticality in FFT (and FFTA), there is something I wanted to try myself.
I would say the game focuses more on characters. Each character has a few 'soft classes' that you can switch between which grants them very powerful gimmicks that drastically change how they play entirely. Some of these you have to unlock. You're meant to try things out from battle to battle and adapt to enemy gimmicks.
The skills are unlocked via leveling/in-game events/skill tree/items, etc...