Skip to content

v0.1.0

Choose a tag to compare

@github-actions github-actions released this 09 Sep 07:55
· 432 commits to main since this release

Releases

What each release carries, and how one is made. The download is one zip,
OpenFF-<version>-win-x64.zip: unzip anywhere, run OpenFF.exe to play, crystal.exe to
edit and make mods. It needs the Steam copies of the games on the machine (Final Fantasy III
and/or Final Fantasy IV, the 3D remakes); none of their data is in the zip or in this
repository. Windows 10/11, x64; the .NET runtime is inside, nothing to install.

0.1.0 - the first release (2026-09-09)

The client. Final Fantasy III from its Steam install, title to credits, as shipped -
rendered natively on the desktop, TrueType text at the window's resolution, music and
effects from the Steam build's Ogg files. Final Fantasy IV through the same client behind a
GameProfile seam: Baron and the overworld, the opening scenes, battles on FF4's stages
with its HUD, the menu, shops, inns, saves, encounters - a work in progress; what is still
missing is in Docs/Client-Plan.md.

Mods, with Crystal. A mods/ folder beside the client, one mod per subfolder, made in
Crystal (the editor, in your browser):

  • Replace anything of the game's: maps and their characters, exits, encounters; scripts
    in a readable language; text in every language; menus; tables (items, monsters, jobs …);
    models, textures, pictures, sounds - each in its own editor, saved into the project, never
    into the game, exported as a mod.
  • Add what the game never had: items, monsters, formations, characters and text of the
    mod's own (definitions the client adds to the game's tables); maps of the mod's own -
    a scene file with a glTF for the ground and the look, exits, music, a sky and a camera;
    glTF models from Blender, static, animated (skins and clips) and solid (ground and
    walls); music and sound effects as Ogg Vorbis or WAV; a font for all the game's
    text; C# behaviours and services on the engine's API (OpenFF.Engine), hot-reloaded while
    the game runs.
  • Built-in components placed from the editor, Unity-style: Chest, Talk, Encounter, Trigger,
    Exit, Music, Sound, Mesh, Roam, Wander, Motion, GameCast, CastScript, WhenFlags,
    MapSettings - with an inspector, a hierarchy, undo, autosave and Play here.

Modding.md in the zip walks through it; Docs/API.md in the repository is the API
reference; Docs/Testing.md is what was tried.

Known gaps. FF4 is not finished (see the plan). A map of the mod's own has no name on
the menu and no map screen. Mods that must also install into the Steam games (the steam
target) keep to the game's own formats: glTF, Ogg and TTF are for the OpenFF target.
Sound import for a Steam target (an XNB writer) is not there. There is no Linux or macOS
build yet, though nothing in the client is Windows-only but the build.