Right. I was pretty much trying to be kind, and alert you that gamers may associate it because of the visual similarity in the names. :)

Adain no Tsue would be a fine game, if it had better gameplay, but it's extremely repetitive, and the mathematics are meant for very young children. if it used complex logic puzzles, I would probably enjoy it. 

Is there a reason that you do not [i]want[/i] to use scripts (e.g., not wanting to have to deal with set-up)?

If it's just a matter of not wanting to impose on others, please remember, that's what we're here to do. (At least, that's my theory, of what a community is supposed to do: Share ideas & resources.)

I can't promise perfection, but I may be able to come up with some neat logic scripts, for a game meant to use them, to add to the DB. My bloody game is one gigantic script-engine... I couldn't realise *any* of my goals without this facility, which is why i waited for a final release of 2.5, before starting, because I didn't want to get partway through designing a game, scripts, and such, and then find that they broke in an 'update'.

I estimate that I'm about 45% done with engine scripts, including FFC scripts that extend functionality (possibly more), about 5-10% done with enemy scripts, and 70% done with item scripts. I still need to code the menu system, and the strings system (based on tango), and the 'event' system; but I'm making an incredibly long, and complex game. 

My overall progress is about 10% at a guess, as aside from scripting, I have about eighty DMAPS or more to design, and will probably need to re-design all the dungeon tiles, and somehow unify the CSet, so that I can avoid palette changes. I really want to use a full 8-bit palette, that is identical on all DMAPs.

Designing cut-scenes, story segments, and visual screens to draw (using the planned Look/Examine commands, that show the player a landscape view of an area, based on FFCs), so that's a lot of graphical work.

I will probably design the landscapes as greyscale initially, and colour them later. 

If you don;t understand what this means...

The player can use the 'Look' command from a menu on any screen.
The game draws a graphic (full-screen) with a visual on the area, in landacape mode, from the perspective of actually being there.
These landscaes will contain visual clues to secrets, that aren't otherwise seen on-screen, such as cracked walls, sparkles in fountains, writing on walls, special symbols, and what-not. This is how old text-advabture games worked: You typed a command (usually LOOK) and the game drew an image of your current area.

Then I have NPC interaction to custom code, using Tango; and the spell system.

I'm also planning to have spells that give an audio indicator to specific secret types, like bomb secrets, hidden items, keys, and what-not. Activate a spell, and it runs on a timer (scaling with level), and gives you proximity alert. I;d like to make the sound increase in tempo with proximity, so the closer you are to the secret, the faster its 'ping sound', like sonar.

I think that would add a new element in ZC: Secrets need not be directly seen by the player in normal view: You need to use Look commands, and seek spells to locate them, if you don't want to bomb/burn/destroy every spot on every screen.

I also plan three types of 'enemy FFC' types, that act as warps.

Challenge Rooms: Touching this FFC, that looks like a greyed-out enemy, send the player to a challenge room, where the player needs to use two specific items to overcome the challenge. (Obviously, with catch0alls to prevent selecting room types that they player cannot complete, due to lack of euipment, and giving a 'leave/quit' option for a challenge.

Battle Arenas: Touching tnis FFC, that looks like a red (monochrome) enemy, sends the player to an arena battle of some kind, like FF/DQ random battles, or ZII battles, but in overhead mode. The enemy type of the FFC should give an indication as to the type of encounter.

Temporal Battles: (Type 1; Timeflow) Touching this FFC, that looks like a deep-blue (monochrome) enemy sends the player to a challenge room/arena, with more than one time-state (fast/normal/slow), and the player must switch between timeframes, to complete the challenge.  In this type, the area remains constant, but the enemies change/vanish/become invincible based n the speed of the flow of time. One of the gimmicks here is that from a normal time flow reference point, some enemies move at normal speed, some are slowed, and some are increased in speed. Enemies in a slower reference will be faster to the player, possibly invisible, or impossible to gamage until the player moves into their reference. Enemies in a faster timeflow, will be slower to the player, and may not register damage, or be frozen from your perspective.

Remember, in a slower timeframe, from your perspective in normal time, events will occur to be happening very faster, and conversely, in a faster timeflow, events from a normal perspective will seem to be very slow. (Relativity.)

Temporal battles (Type II, Time Depth) Touching this FFC, that looks like a Blue-Grey, or Blue/Violet (monochrome) enemy, sends the player to a challenge room/arena, that has more than one time state (past/present/future). In ths version, enemies change, but don;t become faster/invincible. Instead, the [i]area[/i] changes (similar to Skyward Sword's Lanayru Mines), and the player must move between past.present.future, to solve the challenge. The enemy types on0screen, change to reflect the time period, but the main gimmick is changing terrain, puzzles, and objects.

Tempirally Disjointed Encounters:  

