"Sideline" characters could also be swapped into the active party mid-battle for the first time. The Active Time Battle combat system that had been used for the last 10 years and 6 games was replaced with a new turn-based system with turn order and frequency being determined by a character or monster's speed. Voice-acting was introduced, and for the first time since the start of the series, the entire soundtrack was not composed by Nobuo Uematsu, with Junya Nakano and Masashi Hamauzu contributing almost half of the songs. Areas were truly 3D, replacing the "3D character superimposed over a pre-rendered 2D background" approach that the three Playstation entries utilized. The traditional free-roaming overworld map was removed, requiring all areas to be traversed linearly for most of the game, with a menu-based "jump to location" system becoming available just before the end of the storyline. The game introduced a number of innovations and changes to the franchise, many of which proved to be rather controversial among fans. About the Gameįinal Fantasy X is the tenth game in Square-Enix's long-running Final Fantasy series of console RPGs, and was released in 2001 as the first entry on the Playstation 2. If this is new to you, or you just want a refresher, carry on. ![]() If you're already familiar with Final Fantasy X and its sphere grid system, please feel free to skip down to the section where things will get interesting. Luckily, I was able to recruit my good friend Matt Wilson to tell me what to do, and the resulting polish of this diagram is entirely due to his guidance.Įvery GameInternals article starts with a fairly detailed description of both the game and the mechanic that are that article's subject, so that readers unfamiliar with the source material won't be completely lost. You see, as a programmer, I am by my very nature completely incapable of creating a visually-attractive diagram or interface. But after spending a ridiculous amount of time experimenting and tweaking, I finally managed to generate some diagrams that looked… absolutely hideous. It involved learning GraphViz, a lot of data entry, generating some initial diagrams, desperately searching mailing lists for ways to, er, "encourage" GraphViz to actually do what I thought I had told it to do, and so on. After this, I kept wondering how it would look if you separated the underlying system from the convoluted interface, and it also seemed like a good opportunity to finally learn how to generate diagrams using GraphViz.įrom there, reaching this point has been a fairly long process. ![]() The levels will come faster than the items in the end game.The idea for this post began about two months ago, when I made a comment on reddit that turned out to be a little controversial - I said that I didn't like Final Fantasy X's leveling system. You'd also wanna remember to buy up power distillers and things for using on a certain arena enemy because finding all of those "sphere items", is going to be a pain to keep pace with triple ap,triple overdrive, over drive into ap. Expert is great if you aren't grind happy like a crazy person. I think the old standard way for stat maxing has more nodes in total (so higher potential stats) and the newer way which would be like expert or something has less, but it is visibly a cleaner presentation/easier to navigate. If you do that the final boss will be lol. That's end game stuff grind stuff though if you care about the monster arena. Shazam 99 goes your sphere levels with overdrive setting appropiate to what you do (kill,take damage= tonberry I think, damage the enemy,etc.) Remember these things for weapon crafting. When you get to the end game and think about maxing it out (God help your life if you want to erase them all and fill them with perfect +4's and things- so much grind) There are special spheres like activate any node any other ally has activated or warp to where they are at and that stuff. (he's the only guy to learn enemy skills btw)īut they can all go off into each others stuff and do it all. Like Lulu would be black magic, yuna white magic, Tidus his sword skills, Auron his breakers, Rikku her theft stuff, Wakka his stuff, Kimari- whatever his is. There are locks which are rarer to find for certain regions, and if you play by default everyone starts in their own region. ![]() You require a matching sphere to activate it, ability=skill ,power=str,etc. (it's global in that nodes you ADD are permanent- say making a blank str +4, but each must activate it themselves) You gain a sphere level, you can move across it. Each character has their own part of the grid.
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