The Wayback Machine - https://web.archive.org/web/20000817094449/http://members.allegro.cc:80/fenixblade/faq.htm
The world of FENIX BLADE
MapName


Logo


How long have you been working on this project?
As of September 1st, 1998 -- three years. But...work on the current engine has been going for approximately 1.5 years. It's a long story, but one that is explained nicely in the demo documentation.


What is Fenix Blade written in?
I use Djgpp, my Moebius game library, and the sound/music routines from the Allegro game library.


Is the demo playable?
Oh yes! The demo contains one complete scenario from the final game. There won't be any combat until demo #2 comes out in about a month or so.


How many people are involved in making Fenix Blade?
Just me. I've done 100% of the coding, 100% of the world, character, and plot elements, and all of the graphics thus far.


How is combat going to be handled?
Look at the screen shots and see for yourself :) . . . Combat will be handled in a manner similar to FF3, but with several major differences. The combat sub-engine is completely real-time, and utilizes vectors and texture mapping for effects.


Since this is a DOS game, how much free base memory will I need?
Since Fenix Blade uses a DOS extender, base memory is a thing of the past. You won't ever need to worry about that.


Will Fenix Blade run under Win95/98?
Yeah, but it'll usually run smoother under pure DOS.


Will there be a native Windows port of Fenix Blade?
Nope. There is no need to do one.


What kind of system will I need to play Fenix Blade?
Well, you'll need a 486/66 or faster to get the game going, although anything less than a pentium will run kinda choppy. You'll also need to have at least 8.0 megs of FREE ram to play the game. This means that systems with a total of 8 megs or less won't be able to play the demo, or the game. Sorry. Nothing else is required.


Will you release the source code/engine for Fenix Blade?
I wouldn't count on it -- it's definitely not available at this time.


Will Fenix Blade go 640x480x16bit?
Naah...why bother? I think (as do most people) that it looks just fine the way it is.


Will there be any multi-player support?
Maybe something along the lines of a two player cooperative combat mode, but nothing definite.


Hey, what's with the demo music? I've heard all that before!
Yeah, music takes time to create and implement, and it's NOT a big priority as of right now, so the demo features midis that have been composed to resemble music from other games. They will be replaced by my own totally original compositions in the future, of course.


Why are the sprites so dull?
Much like the music, character detail and shading are not a big priority right now.


Will there be multiple endings?
Yep. They will be based upon individual status, similar to the CT ending style.


Are the characters all unique in some way?
Definitely. Each character has their own strengths and weaknesses, as well as weapon preferences (although this is not enforced), armor requirements, magic, defense and attack offsets, and a bunch of other stuff. Oh yeah....each character has their own individual dialogue for events, more or less.


Hey, how do you do your water?!
Trade secret =) . . . Actually, it's not too difficult, but it relies on three routines I wrote that (as far as I know) do not appear in any form in a library. I'm quite satisfied with it :)


Why use a button to DASH? Why not just make that normal speed?
Fenix Blade is a game about exploration. There are numerous hidden items, locations, and events -- but you'll be much more likely to miss them if you're dashing all over the place. Dashing is a learned skill, and is not readily available to every character. Also, dashing can allow you to cover more distance between random encounters, so use it wisely.


Hey, I sent you an Email and you never responded. What's up with that?
I'm pretty far from organized, my mail server is crazy, I am absent minded to the extreme, I get about 4-8 emails a day regarding this project, and I sometimes um...forget things. Don't take it personally, just assume I forgot and resend...please.


I want to start my own rpg, where can I go for help?
I can't really answer that well since I never got any help with FB; but I would suggest going to sites like gamasutra, gamedev, madmonkey, etc. I would also look for sites related to any libraries being used, like the Allegro Games Depot.


Can you show me how to make my own game using the FB engine?
NO. You may NOT use this engine, or its graphics or datafiles, to make your own game. Please respect my wish to create my own unique work. If you wish to make your own game without doing any programming, I would suggest using Verge, or another RPG construction kit. There are several available at madmonkey.net.


Can I help?
I'm not accepting help for the game itself, but if you want to help me, spread the word about FB! That's what this project needs most. The more attention this project gets, the better off it will be when it is complete.


Where do you get your inspiration?
Many places...most people mistake FB for a FF clone, but in actuality it is more of a chimera, drawn from the best parts of numerous console RPGs. You'll notice things present in the BoF and SoM, and Lufia series, Phantasy Star, etc etc. What I try to do is find concepts that I enjoy in console rpgs, and attempt to improve on them as they become part of FB; there are also parts of FB that are totally unique, but you will not see those until the project is complete (I gotta keep some secrets, okay?)


Why a console RPG? Why not a more traditional RPG instead?
That's like asking someone why they prefer white or dark meat. It's a simple matter of preference, nothing more.


When you finish FB, will you make a sequel?
Probably not. This project has taken a lot out of me. But maybe...just maybe...I'll do a prequel. We'll see. Naturally I won't consider doing anything until FB is finished.


How do I know you're actually going to finish FB?
Let's put it this way : around 95% of all independent RPGs don't ever make it this far, I'm not in college anymore, and I'm a very stubborn person. If you're betting on an RPG that'll be finished, I'd say the safe money is right here :)


Where's the analogue joystick support?!
It'll be there when I get off my arse and code it. Analogue joysticks really suck from a programming standpoint, and it's not a big priority right now. It'll definitely be in the final version of the game.


Volume controls would be nice. Any plans for it?
Yep. Again, it's low priority, but it'll be there in the final version, if not earlier.


Can you offer any advice for someone who wants to start their own RPG project?
Yes...be prepared for a very long journey. Have patience, remember that a game only has to be FUN to succeed, and don't listen to stupid people :)


Where's the diagonal movement?
From a design standpoint, it's rather problematic. I would rather the game have a tight, concise feel to the movement, and it takes very little time to get used to 4-point movement. Think of the 30+ SNES rpgs you've played that only had 4-point movement, and ask yourself if it ever really bothered you that much :) (most people suddenly think..."oh yeah...never thought about that.")


So, why won't you do a Win port?
There is NO need. All versions of Windows (except NT) can run the game just fine. I plan to do a Linux port, however, once the game is finished. Besides, don't you enjoy playing a game without having any Direct-X/driver conflicts? Hehee...


Is Montag the main character in the story?
No. He's one of 9-12 characters you will work with throughout the game. He is, however, a definite character, and a very important one at that.



home.htm progress.htm engine.htm shots.htm faq.htm story.htm weapons.htm spells.htm links.htm