Chrono Compendium

Kajar Laboratories - Fan Works and Submissions => Kajar Laboratories => Topic started by: dclem on November 23, 2020, 03:39:07 pm

Title: The Chrono Vendian Project
Post by: dclem on November 23, 2020, 03:39:07 pm
(https://i.postimg.cc/tpxq0CGw/cv-logo-c0.png)

Information and Updates can be found via this thread. (https://www.chronocompendium.com/Forums/index.php?topic=13489.0)

I have been working on a project as of late, Chrono Vendian. It is a pseudo 3D remake of Chrono Trigger, telling a new story in an alternate timeline before fall of the Kingdom of Zeal (https://www.chronocompendium.com/Term/Zeal.html). Focused on the Vendian geographical period and emerging temporal oddities; introducing the ATB 3.0 and the Tech Grid, a new character development system; along with the music featuring countless orchestrated scores courtesy of Malcolm Robinson Music.

The project uses a heavily modified Final Fantasy XII as its core engine.

I know the lot may wonder why the project wasn't just made from scratch in Unreal Engine or Unity, etc. and while it initially was to be, it was better to be safe than sorry—going an indirect route to avoid potential C&D from SQEX, as we all know their track history with shutting down fan remake projects, particularly with Chrono. Also cheaper without needing to hire extra members to program functionalities and mechanics that are already there. FFXII was chosen mainly of its (gameplay) similarities to Chrono Trigger, such as:
To add, much is possible with the game:
It really lifts the workload of the latter from otherwise creating such functionalities from scratch.

The game can modded to the point of starting and feeling as a new game inside of another preset game engine, which is exactly what Chrono Vendian does. Most of these unlocked features and capabilities are courtesy of the Zodiac Engine 3.0, which aims to remove a bunch of limitations the game engine had on character models, animations and environments.

In Chrono Vendian, there are two gameplay modes:
Anyone who knows FFXII knows its character development system situates on the License Board and Job system, where characters must pick a board and use that to achieve the use of equipment, armor and abilities. In Chrono Vendian, this is no longer the case.

See here (https://www.chronocompendium.com/Forums/index.php?topic=13489.msg233111#msg233111) for Tech Grid system.

The project is ~77% complete and can be found here (https://www.thezodiactrilogy.com/chrono-vendian) when completed.

Check here (https://www.chronocompendium.com/Forums/index.php?topic=13489.0) for updates.
Title: Re: The Chrono Vendian Project
Post by: Boo the Gentleman Caller on November 25, 2020, 10:14:36 am
Hey hey! I've seen this on Reddit a while back!

So glad to see you made if over here to the Compendium! This is an exciting project for sure. Beyond the tech and job grid changes, I do have a few questions. We experimented with a Magil/Magus hack for Chrono Cross ages ago, so I always love seeing these sort of hacks.

Will you be having any unique character or enemy models?

Are you utilizing existing FFXII maps and story events (sort of just swapping out dialogue and characters in the existing FFXII story to make it turn into a Chrono story)?

I am more than happy to get you a workshop space set up. Would you like it public or private?
Title: Re: The Chrono Vendian Project
Post by: dclem on November 25, 2020, 09:02:01 pm
Will you be having any unique character or enemy models?

Yes! It is not complete without all types of foes. To name a few who'll be encounterable:


And much more.

Are you utilizing existing FFXII maps and story events (sort of just swapping out dialogue and characters in the existing FFXII story to make it turn into a Chrono story)?

No. The game starts on its own course and FFXII's original story events are completely removed, allowing such space for custom event triggers. In short, the whole world is open to explore, gain exp/tp, do side quests, all the like.
*i.e. the game's original script has been wiped to allow a custom one instead.

A lot of post-locations have been redone, reconstructed and the have new events triggers. The choice is up to the player once they select 'New Game':


So effectively, none of FFXII's story events exist. Effectively making the world free to explore or heading straight into the Chrono story ahead.

Making old 'Trial Mode' into a mode more interesting. Officially dubbed: The Celestial Tower, to do on the side, that effectively rewards the player for reaching its end, and allowing them to save that data and carry it into the main game, doable at anytime during the game and good for preparing for superbosses.

For now, only a portion of FFXII maps have been reserved for new locations, as we still encounter some issues with other maps. FFXII's capacity for maps per zone is quite large, which allows us to effectively have new locations in a single zone, and transport (move instantly) character positions via the script traversing from one location to the next—all to compensate with the limit there, without having to cut content.

With abilities, it's interesting how well we can manipulate FFXII's abilities and create new ones parallel to CT Techs. While it's nice to introduce limit breaks to the party, the main goal is to make Techs close to the original as possible while remaining fresh and action-based.

I am more than happy to get you a workshop space set up. Would you like it public or private?

I would love that, public yes.
Title: Re: The Chrono Vendian Project
Post by: Boo the Gentleman Caller on November 26, 2020, 03:04:50 pm
This sounds amazing! I can't wait to see screenshots and more info.

Also, I've set up your forum space with you as moderator. :)

https://www.chronocompendium.com/Forums/index.php?board=109.0
Title: Re: The Chrono Vendian Project
Post by: dclem on November 27, 2020, 09:28:15 pm
This sounds amazing! I can't wait to see screenshots and more info.

Also, I've set up your forum space with you as moderator. :)

https://www.chronocompendium.com/Forums/index.php?board=109.0

Thank you!
Title: Re: The Chrono Vendian Project
Post by: CptOvaltine on December 08, 2020, 04:52:52 pm
This sounds awesome!

I know you're using Malcom's  music for this, but I'd be interested in supplying a song or two if you find any need for some custom music. (Time permitting) Look up Cross Symphonic on Spotify if you want to hear some references!

Either way, good luck with everything! I can't wait to see how it turns out!
Title: Re: The Chrono Vendian Project
Post by: dclem on December 09, 2020, 07:11:25 pm
This sounds awesome!

I know you're using Malcom's  music for this, but I'd be interested in supplying a song or two if you find any need for some custom music. (Time permitting) Look up Cross Symphonic on Spotify if you want to hear some references!

Either way, good luck with everything! I can't wait to see how it turns out!

Thanks!
A custom track could serve as the theme of the unnamed character who would join the trio—on the reserve of one character that is; no assigned theme atm.
Progress is coming well and steadily, good balancing and pacing.
Title: Re: The Chrono Vendian Project
Post by: Boo the Gentleman Caller on December 09, 2020, 11:29:35 pm
I won't lie, some screenshots would sure help the hype train, haha...
Title: Re: The Chrono Vendian Project
Post by: dclem on December 10, 2020, 04:24:47 am
I won't lie, some screenshots would sure help the hype train, haha...

Will come in due time.
Crono, for one is being completely redone from the old initial version here:
(https://vignette.wikia.nocookie.net/zodiac-trilogy/images/b/be/Crono_earlyconceptWBS.png/revision/latest?cb=20200713122838)

Originally done by WBS in the days of old.
Now being remade by artist 노승훈 (roh seung) for the other two.
Maps will be a long while as they are more cumbersome to get in game and TZ to prefer to show in game screens than simple renders for maps. The last test map took a considerable amount of time to do in itself.
Title: Re: The Chrono Vendian Project
Post by: Boo the Gentleman Caller on December 10, 2020, 10:29:32 am
Holy moly. This gets my PUMPED UP!

I've seen this character model elsewhere and just thought it was borrowed art; I never realized this was the actual model! What a fun, invigorating, and boss interpretation of Crono! I am loving it.

Your 3D sculptor is awesome, btw. I am so excited for ya'll!!!
Title: Re: The Chrono Vendian Project
Post by: dclem on December 11, 2020, 03:44:14 am
Holy moly. This gets my PUMPED UP!

I've seen this character model elsewhere and just thought it was borrowed art; I never realized this was the actual model! What a fun, invigorating, and boss interpretation of Crono! I am loving it.

Your 3D sculptor is awesome, btw. I am so excited for ya'll!!!

Thanks. The issue with this initial model was its bind pose and incomplete hair.
confident roh will do the trio justice. The game engine has never handled hair cards of such a scale until just now, so it wasn't surprising the game reacted strangely to it, needing certain diffuse correction if vertex colors where copied from the mesh and introduces much more aliasing.
Speaking of performance I should note TZ states models and maps will use 4K textures, which will use about 6 - 8 GB vram. And driver based/game native AA (MSAA) has a much more performance hit (MSAAx8) at a fraction of removing some aliasing of objects, including hair. The goal is to not remove the game's MSAA option, but introduce better SMAA implementation (offer SMAAx4, instead the game's native SMAAx1) and removing the game's FXAA for TAA, at the cost of blur, but works well as a alternative for removing aliasing at a fraction of the performance hit than SMAAx4 or (MSAAx8 + SMAAx1).
A lot of jarring jagging and aliasing was also seen in a few test sample maps, on grass and leaves, so this supplement to combat the aliasing.

More screens when the trio is completed along with some first glances at gameplay and tech grid.
Title: Re: The Chrono Vendian Project
Post by: dclem on January 29, 2021, 04:33:26 pm
Update: ~01/29/2021~ (https://www.chronocompendium.com/Forums/index.php?topic=13489)
Title: Re: The Chrono Vendian Project
Post by: justin3009 on January 30, 2021, 03:26:51 pm
This is looking fairly interesting and I'm happy to see visual progress like that. The battle system, to me, feels a lot like Seiken Densetsu where you wander until an enemy appears then you're able to attack. I'm guessing that's how later Final Fantasy's are like? I haven't played a single FF since FF6 so anything new is beyond me.

Either way, you're doing fantastic work. This is far above and beyond what I ever expected.
Title: Re: The Chrono Vendian Project
Post by: MagilsugaM on January 30, 2021, 08:10:58 pm
BTW I figured something out. Turns out Magus was split into two when get went through the wormhole in Trigger DS I am sure you know that. I would like to help out with the game design as I studied.
So Magus is both Serge and Lynx. Pretty much like his darkside. Like a shadow in the persona games.
I analyzed the story over and over again and it all makes sense.
Title: Re: The Chrono Vendian Project
Post by: dclem on January 31, 2021, 04:12:17 am
This is looking fairly interesting and I'm happy to see visual progress like that. The battle system, to me, feels a lot like Seiken Densetsu where you wander until an enemy appears then you're able to attack. I'm guessing that's how later Final Fantasy's are like? I haven't played a single FF since FF6 so anything new is beyond me.

Either way, you're doing fantastic work. This is far above and beyond what I ever expected.

Most of them were like. FF7/8/9 all were same turn based. FFX changed the formula up by being Conditional-Turned-Based, which was an excellent representation of an upgraded turn-based mechanic. FFXII is based around the Gambit system, which is series of A.I. controlled if/then statements. A character would have 12 Gambit slots, and select an gambit such as
"If a Foe has >10% HP, then Attack them" or "If a Foe has "haste" status", then use Debuff/Dispel on them to remove Haste status". etc.

With this, many players have felt FFXII like an offline MMO, and/or very automated, and that is exactly what it is. It makes the game play on auto too much, with hardy any interaction. Even for bosses, with the right automated gambit set up, there would be little to no interaction at all.

This is why it was key to remove the gambits entirely and work internally with the system to remove automation and give a feeling of interaction. And returning turn-based concepts to the game by re-introducing the Effect Capacity—with this allows skills commands used to be halted if another foe/party ally is casting a spell, thus a feel of turn-based.

Everyday new ways to improve gameplay shifting more and more away from FFXII's automated system into something fresh and interactive, even if it's not 100% changed to turn based, however close we can get that is the goal.

Lots of work ahead beginning on February 1st and beyond.

BTW I figured something out. Turns out Magus was split into two when get went through the wormhole in Trigger DS I am sure you know that. I would like to help out with the game design as I studied.
So Magus is both Serge and Lynx. Pretty much like his darkside. Like a shadow in the persona games.
I analyzed the story over and over again and it all makes sense.

Yes, and this is alluded to at the final gate.
You're welcome to aid in the game design.

In Chrono Vendian, setting takes an indirect route before ever reaching the Ocean Palace.

I briefly mentioned the synopsis of the plot, but not much before. Here's a little more without spoiling too much.

Arrival and connection to Chrono Trigger:

•The Party is apprehended after confronting Queen Zeal/battling the Golem.
•Once the Prophet insists they to show how they came to be, and Schala seals portal shut.
•The trio is not sent back to Prehistory, instead the Vendian period (~635000000 B.C.).
•They still question why the prophet let them go however, the gate that sent them to this era has dissipate.
•They meet a idiosyncratic individual along the way. Affinity to magic, not specifically dark either.
•While being inevitably trapped in the Vendian Era, finding oddities (premature spawns) throughout the era, they eventually find another time gate.
•This gate is a temporally unstable zone and acts as the point of no return in game.
•Timelines are ran in parallel.
Title: Re: The Chrono Vendian Project
Post by: Boo the Gentleman Caller on January 31, 2021, 04:18:26 pm
Quote
•The Party is apprehended after confronting Queen Zeal/battling the Golem.
•Once the Prophet insists they to show how they came to be, and Schala seals portal shut.
•The trio is not sent back to Prehistory, instead the Vendian period (~635000000 B.C.).
•They still question why the prophet let them go however, the gate that sent them to this era has dissipate.
...
•Timelines are ran in parallel.

Nice! So this isn't a full sequel to Chrono Trigger, rather an alternate timeline (a la Radical Dreamers) branching off the banishment from Zeal. I like it! Sounds interesting!

I will avoid asking any further questions regarding the plot, although I definitely have many... but only due to excitement! :D

I continue to be very impressed by this project and can't wait to see how in continues to advance. This is shaping up better and better every time you post!
Title: Re: The Chrono Vendian Project
Post by: dclem on February 01, 2021, 03:46:54 am
Nice! So this isn't a full sequel to Chrono Trigger, rather an alternate timeline (a la Radical Dreamers) branching off the banishment from Zeal. I like it! Sounds interesting!

Yes—precisely!
*Currently it is not possible to remake Chrono Trigger entirely.

Chrono Vendian acts as sort of the testing ground for maximizing capabilities in the game, familiarizing its file formats, knowing limits and how to effectively work around them without hindering or cutting content and reserving space sufficiently to add more assets.

Nice! So this isn't a full sequel to Chrono Trigger, rather an alternate timeline (a la Radical Dreamers) branching off the banishment from Zeal. I like it! Sounds interesting!

I will avoid asking any further questions regarding the plot, although I definitely have many... but only due to excitement! :D

I continue to be very impressed by this project and can't wait to see how in continues to advance. This is shaping up better and better every time you post!

The extension to include more NPCs such as Dalton the hooded figure took up quite a bit of space. Nice feature with scripts, events can be well divided from each within each zone preventing bugs/glitches from occurring due to event triggers intersecting each other.

I also did not want to cut art assets for 3D models (and especially) maps, which would then beckon the need to merge maps into one zone, as typically each map is per-zone. But now limited to only 6 available zones, instead of cutting these extra locations, I decided to merge into one, and block out any scripted events to prevent bugs.

A new accessory has been added to the party's inventory that was created specifically to aid to the revamped gameplay mechanics. The tutorials in game have all been updated to this new system.

After a bit of testing (bosses/superbosses) I can assertively say the feeling of automation is completely removed, with these battles feeling much, much more engaging from start to finish.

The new attack A.I. working quite well for the preference; and battles having a greater feeling of intensity as the fight progresses (specifically in "Battle Active Mode"), enemy a.i. revamps, their actions shift, statuses change, augments added as the foe's HP drops, the need to strategically prepare your party for the shift in the battle.

Battle Mode "Wait" for when the fight becomes much more intensive and foes act much faster, allowing the player character to take their time to execute their commands, especially if the battle is going wrong.

I tend to halt updates until significant progress has been made in either visual, or gameplay categories. I expect February to be quite busy, thus a bigger update.
Title: Re: The Chrono Vendian Project
Post by: Boo the Gentleman Caller on February 01, 2021, 09:48:36 pm
Quote
I tend to halt updates until significant progress has been made in either visual, or gameplay categories. I expect February to be quite busy, thus a bigger update.

I take it this was the 'battle system' update! :D
Title: Re: The Chrono Vendian Project
Post by: dclem on February 02, 2021, 06:46:20 am
Quote
I tend to halt updates until significant progress has been made in either visual, or gameplay categories. I expect February to be quite busy, thus a bigger update.

I take it this was the 'battle system' update! :D

Exactly right.
Title: Re: The Chrono Vendian Project
Post by: dclem on March 18, 2021, 04:47:19 am
Update ~03/18/2021~ (https://www.chronocompendium.com/Forums/index.php?topic=13489.0)
Title: Re: The Chrono Vendian Project
Post by: Boo the Gentleman Caller on March 18, 2021, 10:20:40 am
Woohoo!
Title: Re: The Chrono Vendian Project
Post by: dclem on May 31, 2021, 04:10:29 am
Update ~05/31/2021~ | Important Message and Status (https://www.chronocompendium.com/Forums/index.php?topic=13489.msg233600#new)
Title: Re: The Chrono Vendian Project
Post by: justin3009 on May 31, 2021, 07:54:03 am
That is one hell of an update on this project. I'm exceptionally curious on how everything looks and flows now as it sounds very interesting.
Title: Re: The Chrono Vendian Project
Post by: Boo the Gentleman Caller on May 31, 2021, 11:49:47 pm
**drooling**
Title: Re: The Chrono Vendian Project
Post by: dclem on June 01, 2021, 02:55:04 am
**drooling**
That is one hell of an update on this project. I'm exceptionally curious on how everything looks and flows now as it sounds very interesting.

Definitely—an article + video have been posted show casing both systems.

Updated; updated (https://www.chronocompendium.com/Forums/index.php?topic=13489.msg233610#new) 8)
Title: Re: The Chrono Vendian Project
Post by: kaionaziozeno on July 16, 2021, 05:24:08 pm
I'm really excited about this project. Looks absolutely beautiful.

And I hope that this one can be finished without a C&D.
Title: Re: The Chrono Vendian Project
Post by: Boo the Gentleman Caller on July 16, 2021, 05:47:01 pm
Quote
I'm really excited about this project. Looks absolutely beautiful.

And I hope that this one can be finished without a C&D.

I know, right? This project has re-invigorated me in regards to fan projects.
Title: Re: The Chrono Vendian Project
Post by: kaionaziozeno on July 16, 2021, 07:20:35 pm
Quote
I'm really excited about this project. Looks absolutely beautiful.

And I hope that this one can be finished without a C&D.

I know, right? This project has re-invigorated me in regards to fan projects.

Exactly. And I hope that this one makes the community thrills, just like CT:Resurrection did (but I expect that this one could have a different end). I can't say that i'm not concerned with SQEX forgetting the franchise year after year.
Title: Re: The Chrono Vendian Project
Post by: Boo the Gentleman Caller on July 18, 2021, 12:09:01 pm
Quote
Exactly. And I hope that this one makes the community thrills, just like CT:Resurrection did (but I expect that this one could have a different end). I can't say that i'm not concerned with SQEX forgetting the franchise year after year.

It seems the biggest way to get around Square's C&D is just to not publicize and release when ready. Once they get wind of things, it's all over.
Title: Re: The Chrono Vendian Project
Post by: kaionaziozeno on July 21, 2021, 02:42:43 pm
Quote
Exactly. And I hope that this one makes the community thrills, just like CT:Resurrection did (but I expect that this one could have a different end). I can't say that i'm not concerned with SQEX forgetting the franchise year after year.

It seems the biggest way to get around Square's C&D is just to not publicize and release when ready. Once they get wind of things, it's all over.

Yes. But I don't know how hard they search after fan games. If they only catch projects who gain media visibility, we're safe. Compendium is the biggest community of Chrono Series and I don't know if they keep this forum on radar. I hope not.
Title: Re: The Chrono Vendian Project
Post by: dclem on July 26, 2021, 07:03:17 am
In terms of how smoothly the scenario and gameplay flowing. I've found a way to unify it well and I'm thoroughly enjoying the construction.
More later Currently working on Guardia Forest and Frog, since its be a bit difficult to manifest without an official concept art/model sheet. Many rough sketches have bene tossed around yet none haven't yet "clicked".
Title: Re: The Chrono Vendian Project
Post by: dclem on August 01, 2021, 12:18:51 am
Is there a article that describes the structure of the Arena of Ages and how its interquel workings?

Thanks in advance.
Title: Re: The Chrono Vendian Project
Post by: Boo the Gentleman Caller on August 01, 2021, 01:15:07 am
A useful summary I found:
https://strategywiki.org/wiki/Chrono_Trigger/Arena_of_the_Ages

Although this seems to be the most in-depth faq I've found:
https://gamefaqs.gamespot.com/ds/950181-chrono-trigger/faqs/54975
Title: Re: The Chrono Vendian Project
Post by: dclem on August 02, 2021, 04:28:44 pm
Thank you!
If find this a great chance to expand on the side quest content, switching up a bit how it'll work in CTV.
I do plan on keeping (replicating per zone) the world map. To keep the flow of travel fluid, so things don't appear to suddenly jump from point A to point B. Thee non-linearity must be retained, especially when resting at inns or shopping at markets.
Title: Re: The Chrono Vendian Project
Post by: dclem on September 13, 2021, 11:14:57 pm
Here is the final (game asset) version of both Crono and Marle.

(https://i.postimg.cc/mLfkrp1J/render-out001.png)

(https://i.postimg.cc/wx9BXtVk/render-out002.png)

(https://i.postimg.cc/KGPz37nz/render000.png)

They are not too far from their CG counterparts (poly size and shader), which is a huge plus considering the engine we use and the modification it allows now.

Still working on the shader system in game, since it not yet supports depth SSS (subsurface scattering) and AO maps. Same goes for the environment map. (Already present).
Title: Re: The Chrono Vendian Project
Post by: dclem on September 13, 2021, 11:37:37 pm
There are a lot of changes within the game now. Even though we use FFXII as a base engine without having to completely build from scratch, anything related to FFXII won't exist in the game anymore. Details regarding gameplay and latter are listed below and are already set in stone.

-Assets and functions removed from the game-
Title: Re: The Chrono Vendian Project
Post by: kaionaziozeno on May 03, 2022, 06:54:54 pm
any news about this project?
Title: Re: The Chrono Vendian Project
Post by: Boo the Gentleman Caller on May 03, 2022, 10:32:13 pm
Unfortunately, dclem announced elsewhere that it was cancelled for personal reasons.