You can check out some game info and the entire Rorasuketo soundtrack by Michael Chadwick here . It's absolutely divine. When I said I wanted to pay homage to the Super Nintendo games of my youth, he went to town and grabbed some soundfonts from games like Final Fantasy IV, Earthbound, and Battletoads . I am so happy with the results. The battle tracks are head-bangers, and the emotional lows are perfectly bittersweet. I wouldn't change a thing. I've known Mike since the boom days of of LiveJournal — which is a long time, for the kids following along at home. He's an immensely skilled guitarist and songwriter, and has a really impressive catalog of work . Originally, I was going to write the music myself, but Mike has far more experience. And in creative projects like this, doing everything yourself has the potential to turn out an inbred, constipated piece of art. Collaboration adds depth to the work that you might not have realized before. It lightens the workload....
We're getting into the weeds now. This is not for the faint of heart! And for aspiring game makers, I can't guarantee this is the easiest way to go about this, but it's what I've cobbled together during my time in RPG Maker MZ. First of all, I establish some variables. These are numeral integers that you can set, add to, subtract from, multiply, whatever - and then apply to any other variables or game parameters you like, like gaining or losing a very specific number of HP. I name one variable per teammate. The idea: whenever you encounter a teammate for the first time, you can talk to them to raise their Affection variable a little bit. Let's say I want to plop the skater Wreck on a map. I create a new event - one square on the map. This will be Wreck. She will be hanging out, doing squats. I open the event's details. On the left side of this window, I specify her image, that she'll be "stepping" (animated), that she doesn't change directi...