Skip to content

Paul-Ladyman/PenultimateFantasy

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

40 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

PenultimateFantasy

Creating a Final Fantasy inspired game in JavaScript.

Usage

Just open penultimatefantasy.html in your browser (only tested in Chrome).

TODO

REFACTORS

  • Move things into Utils. E.g. getCharacterIndex

  • achievements to model

  • Menu messages to store with menu

  • Consider a MessageBrokerController.js which is centrally in charge of managing messages….

  • moves targeting a configurable number of targets

  • First loss message

  • magical message when already at max mp

  • lifeorb message when already alive

  • review experience relating to level

  • upgrade hp/mp (vitality/spirit)

  • restart activity gauge on back?

  • accuracy

  • evasion

  • on death earn undefined dollars

  • on death 0 experience!

NEW FEATURES

  • status ailments
  • additional classes
  • momentum

STATUS AILMENTS / EFFECTS

  1. applying a function several times over a number of goes i.e. poison
  2. applying a function once on casting for effect, and a second function some goes later to remove effect i.e. protect
  3. functions applied once to remove active effects i.e. despell
  4. a function who's effect lasts either the whole battle or until removed by 3
  5. effects that stack and those that override? IE silence and poison stack but haste and slow override

WARRIOR

  • Gains by doing attack.
  • Spends on class-specific skills
  • Each skill costs x momentum

BLACK MAGE

  • Gains by doing black magic
  • class-specific skills are listed with regular magic
  • On select target, magic is charged up by holding down mouse button which depletes momentum.
  • Momentum spent on charging boosts power of spell

WHITE MAGE

  • Gains by doing white magic
  • Class-specific skills are listed with regular magic
  • When momentum bar is half full, each spell can select two targets
  • When momentum bar is full, each spell can select three targets

THIEF

  • Gains by stealing
  • Class-specific skills involve turning monsters into useful things like gold
  • Monster HP and thief momentum when using skill determines how good the item is

ALCHEMIST

  • Gains by using item
  • Class-specific skills are creating base items and using alchemist only special items
  • Each item requires an amount of momentum to create
  • Each special item requires an amount of momentum and several base items to use

BEAST

  • Gains by taking damage
  • Class-specific skills are lots of passive stat boosters
  • select a number of these to be active
  • Boost effect is greater with more momentum
  • momentum is depleted by attacking

About

Creating a Final Fantasy inspired game in JavaScript

Resources

Stars

Watchers

Forks

Packages

No packages published