well, that's one thing I had to make sure about myself. Even before I went into this, I knew that what I'm doing might not get ANY audience at all, and that I might just be doing this to satisfy my own vanity. (I totally am)
But this will also be my proof of concept on two fronts.
1. can I pickup a tool that I never used, and actually learn to make something out of it?
2. can a game that is over 15 year olds with dated graphics actually have an audience inspite of these qualities?
The game in question is Romancing Saga 2, by the way, the Saga that never got a translation. Aeon Genesis is in the midst of translating the game, but progress on that end has been slow. So if I can get this one out, it will also serve as the first time this game is getting a full translation treatment, so it can be tested on it's own merits instead of having a metric ton of excuses for why it never succeeded. Of course, this is all hinged on me actually doing a faithful translation, which is no small order. (Plus, the way that the game engine does random number generation back in those days is so unbelievably clunky I'm not sure I'm going to bother with that)
My thoughts so far?
I'm not sure if I want to rely too much on the switches. While boolean switches can be great for doing two path divergence, the game has considerably more choices throughout the game that requires probably just using global variables.
Also, I'm starting to realize how much rework I have to do with the code. I'll have to decouple the experience gain with stat growth (which will need to be done one by one individually in the database due to how the damn thing is coded) and related it with other stats that do not even exist yet.
And then there are the extra layers of junk I need to put in place to handle the generation system that the original RS2 game has.
this is going to be frustratingly fun.