So I'm still in the writing/planning phase of development (need to get my ass in gear), but I just needed to ask people familiar with RM whether some things are even feasible without heavy coding:
1) Is there a fairly easy way to make a "lost woods" style area where the background music gets louder on one side of the map than the others?
2) How hard will it be to implement a choice system that carries through to the endgame and affects the ending credits (a la Fallout)? It would be based entirely on unavoidable dialogue choices... I'm already planning on implementing special untrashable items and other changes to correspond to these choices. Perhaps checking whether those things are currently in the player's inventory or status is enough?
Also... To go with my first question... I still need music. Would any of you talented composers be willing to correspond with me? I'm not sure how many tracks I would need in total. Ideally around 15, but I can crunch that down to probably about 7 general purpose tracks if I need to.
My aim for the soundtrack is to have a nice variety. I have a few parts in mind that really need to have a certain sound, but my plan is for it to be more freeform, less traditional... Something like Earthbound's soundtrack (to give you an idea, Mother 1 and Space Funeral are two of my main inspirations for this game). The battle theme doesn't have to sound like a traditional battle theme, dungeons do not (and in fact probably shouldn't) sound like traditional dungeon tracks... The game itself will be styled after NES RPGs like Mother, but doesn't necessarily have to sound like an NES game so I'm not worried about limiting the OST to Famitracker chiptunes. Really any help would be greatly appreciated.