02-13-2011, 03:28 PM
(This post was last modified: 02-13-2011, 08:25 PM by ThePortalGuru.)
I'm not sure this game will be completed. I just want to get that out of the way, first of all. Fullmetal Alchemist has always seemed like a premise that would make a great game, but it's never really been done all that well. I think that can be attributed, in part, to the fact that the games are pretty hastily and crappily thrown together as tie-ins to the series.
I felt like it was an obligation of mine to come up with some overly-ambitious fangame, so I did just that. So I'm going to put down some of my rough ideas right here.
Story
The game begins in a part of the series that never actually existed. In the second to last episode of FMA: Brotherhood, Ed *SPOILER ALERT* sacrifices his ability to perform alchemy to save his brother, Al. "Truth's Door" is between the time Ed transmutes himself and the time he confronts Truth. The story begins when Ed wakes up in a strange, white, misty area completely devoid of any sort of clothing. He finds a white robe lying on a pillar in front of him, and sets off on his journey.
The game world is going to be extremely diverse, spanning from a seaside city to lush mountains and valleys to ruins of a civilization lost to the ages. The world represents a sort of "Alchemical limbo," if you will; the area between Truth and the real world. And it's there that Truth informs you of your purpose.
There are seven alchemists in this limbo, each one there for a reason. As Truth explains, there are things worse than human transmutation. The "Seven Unforgivables," as he calls them, are forms of alchemy that have been forbidden by the Laws of Alchemy. Each of these seven alchemists had lost someone - or something - and resorted to practicing one of the Unforgivables in desperation to bring them back.
Lupin Lark - The Flesh Alchemist
Nathan Shennal - The Illusion Alchemist
Jason Horowitz - The "Romance" Alchemist
Tsen Hi - The Sky Alchemist
Aria Albins - The Soul Alchemist
Marshall Hostika - The Light Alchemist
Lin - The Creation Alchemist
I'll post some more details about these guys later, but for now, I just want you to get a general idea of each of their styles.
Gameplay
For the most part, this is going to be a very atmospheric exploration-platformer-brawler. Ed is a very agile character, so the movement will probably be a little like Knytt Stories - which is to say, high friction, quick turns, and a low terminal velocity. You'll be able to climb, grip ledges, shimmy, long jump, run, slide, swing, and all of that typical stuff.
On the fighting side, you'll be able to to the standard punching and kicking, but the highlight, of course, will be on the alchemy. Here's a list of the different types of alchemy that will be able to be performed:
Flame - Sets enemies ablaze, turns water into steam, melts ice and can spread in vegetated areas
Earth - Can raise certain areas of land, creates bridges, doors, pits, and steel weapons, among other things
Water - Freezes water into ice, can manipulate bodies of water into waves to take out enemies, puts out fire
Deconstruction - Breaks down certain materials; can break down seemingly impassible walls
In addition, you will be able to use a large variety of collected arrays and symbols to customize and create your own forms of alchemy. For instance, you could combine fire and air to create a firestorm, or lightning, wind and water to create thunderclouds.
I'm far from done working out every little kink, and still have some ways to go in terms of programming, but I hope this project reaches completion at some point or another.
If anyone has any opinions, constructive or not, please tell me.
I felt like it was an obligation of mine to come up with some overly-ambitious fangame, so I did just that. So I'm going to put down some of my rough ideas right here.
Story
The game begins in a part of the series that never actually existed. In the second to last episode of FMA: Brotherhood, Ed *SPOILER ALERT* sacrifices his ability to perform alchemy to save his brother, Al. "Truth's Door" is between the time Ed transmutes himself and the time he confronts Truth. The story begins when Ed wakes up in a strange, white, misty area completely devoid of any sort of clothing. He finds a white robe lying on a pillar in front of him, and sets off on his journey.
The game world is going to be extremely diverse, spanning from a seaside city to lush mountains and valleys to ruins of a civilization lost to the ages. The world represents a sort of "Alchemical limbo," if you will; the area between Truth and the real world. And it's there that Truth informs you of your purpose.
There are seven alchemists in this limbo, each one there for a reason. As Truth explains, there are things worse than human transmutation. The "Seven Unforgivables," as he calls them, are forms of alchemy that have been forbidden by the Laws of Alchemy. Each of these seven alchemists had lost someone - or something - and resorted to practicing one of the Unforgivables in desperation to bring them back.
Lupin Lark - The Flesh Alchemist
Nathan Shennal - The Illusion Alchemist
Jason Horowitz - The "Romance" Alchemist
Tsen Hi - The Sky Alchemist
Aria Albins - The Soul Alchemist
Marshall Hostika - The Light Alchemist
Lin - The Creation Alchemist
I'll post some more details about these guys later, but for now, I just want you to get a general idea of each of their styles.
Gameplay
For the most part, this is going to be a very atmospheric exploration-platformer-brawler. Ed is a very agile character, so the movement will probably be a little like Knytt Stories - which is to say, high friction, quick turns, and a low terminal velocity. You'll be able to climb, grip ledges, shimmy, long jump, run, slide, swing, and all of that typical stuff.
On the fighting side, you'll be able to to the standard punching and kicking, but the highlight, of course, will be on the alchemy. Here's a list of the different types of alchemy that will be able to be performed:
Flame - Sets enemies ablaze, turns water into steam, melts ice and can spread in vegetated areas
Earth - Can raise certain areas of land, creates bridges, doors, pits, and steel weapons, among other things
Water - Freezes water into ice, can manipulate bodies of water into waves to take out enemies, puts out fire
Deconstruction - Breaks down certain materials; can break down seemingly impassible walls
In addition, you will be able to use a large variety of collected arrays and symbols to customize and create your own forms of alchemy. For instance, you could combine fire and air to create a firestorm, or lightning, wind and water to create thunderclouds.
I'm far from done working out every little kink, and still have some ways to go in terms of programming, but I hope this project reaches completion at some point or another.
If anyone has any opinions, constructive or not, please tell me.