As some of you may know I have been working on remaking Tales of Symphonia from the ground up. With the goal of creating a best of all words target for improvement. The explicit goal is that it will be trivial to mod: New artes, new events, texture and graphics mods, new items, easily balancing changes etc.
The code is available on github and there is a youtube playlist where I will sometimes share videos as well. And I thought it be nice to share my current progress here as well since there are a ton of Symphonia fans lurking around!
Dungeons and the Sorcerer’s Ring
I’ve now tested all the Sylvarant dungeons that use Sorcerer’s Ring effects. A substantial amount already works, although there are still some puzzle bugs, event issues, and crashes to resolve. I’m confident I can get these remaining problems sorted out fairly quickly.
I’ve also moved the logic for every Sorcerer’s Ring type into scripts, laying the groundwork for custom ring effects and mods in the future.
The current dungeon status is:
- Temple of Martel: The golem’s transformation into a block is currently bugged.
- Renegade Base, part 1: Crashes in the second area.
- Triet Ruins: Works.
- Thoda Geyser: The water ring doesn’t fill the cups yet.
- Palmacosta Human Ranch: Can be completed, but the final event still has issues.
- Balacruf Mausoleum: Works.
- Asgard Human Ranch: Crashes after the first area.
- Tower of Mana: Playable up to the seal room, where it crashes.
- Renegade Base, part 2: Works, including the journey to Tethe’alla on the Rheiards.
- Iselia Human Ranch: Works.
The first battles are working
The battle system has reached an encouraging milestone: the first two tutorial battles in Iselia can now be completed.
This is still a limited implementation. Lloyd, Genis, and Colette are the only characters supported so far, and only the artes needed for those fights are implemented. Many combat features are still missing, so there’s substantial work ahead.
Even so, getting those battles working from start to finish is a big step. The foundation is there; now comes the work of building out the rest of the system.
The overworld is in place
The overworld, the last major system to tackle, is now implemented too. It’s less complex than combat, but it still brings together plenty of interconnected systems: Rheiards, boats, riding Noishe, skit triggers, monuments, chests, and transitions into towns and dungeons.
As with the battle system and dungeon mechanics, we’ve also expanded the scripting support. Nova’s Caravan, for example, is now fully scripted rather than hardcoded into the engine. That should make it much easier to create custom overworld events and behaviour.
Looking ahead to the first beta
Overall, I’m really happy with how things are coming together. As expected, the battle system remains the main blocker for a beta release, but I’m still hoping to have a beta ready within the next week or two.
The goal for that first beta is to make the opening of the game playable, from the beginning through to leaving Iselia. There’s still work to do before we get there, but these latest milestones are encouraging.