Chrono Compendium

Bend of Time - Inactive Projects => Darkness Beyond Time - Dead Project Discussion => Chrono Vendian => Topic started by: dclem on January 29, 2021, 04:31:13 pm

Title: Chrono Vendian Updates & Progress
Post by: dclem on January 29, 2021, 04:31:13 pm
Chrono Vendian can be downloaded here (https://finalkismet.com/) upon release.

This will be the thread where general updates to progress will be posted. Both this and original thread will be updated as such as they come.

Update: ~01/29/2021~
~75% Overall. Progress is calculated between the pace of the first-world era events/locations/scripts/actions etc. and the events ahead of it. Going forward after exploration marks the point of no return. With newly reserved space, it would not go to waste.

~Visuals~
Crono, Lucca and Marle 3D models are still being worked on. There have been a lot of tribulations and conflicts between style and art direction. With these character remakes to be and remain faithful to the original design to present an accurate, HD realistic rendition. Once completed, first round of screens will come.

~Maps~
New maps are expected to be merged into one single zone, as zones are currently limited at this point. This is and the general scripting and logic are the real time consumers and can expected quite more months before completion.
There are a variation of set maps (combination of smaller maps from Chrono Trigger) , and instead of them being randomized, there're fixed, so entering will always be the same.

Once the first set map is done, screens will be posted.

(https://i.postimg.cc/PXF6fQkS/FFXII-TZA-2021-01-29-12-49-10.png)
(rendering disabled to prevent spoilers)

•There a few placeholder models for normal encounters and NPCs including Dalton and the antagonist's :kz dual forms. These are in queue after Crono/Marle/Lucca.

•FMVs are expected to be included to. As of now two are planned, one for the intro and one for the final cutscene. Going this route is easier when hitting limits and avoiding cutting content end game, especially that of cutscenes that were originally in game, but are now executed as FMV.

•There are voices, playable characters are newly voiced, with the exception of Crono. While he has interactive cutscenes in game, he is not voiced in battle or in FMVs.

~Gameplay & Tech Grid~
Tech Grid is utilized in both game modes. By default, the Tech Grid(s) consist of only varying Stat, Strength, Magic, and Special nodes servering as extra stat boosts, with general character development retained via Level Up & experience (EXP).

Characters are predefined with their own abilities, allowing the player to simply buy and/or find new techs/abilities and have it readily available at their disposal.

This is same for weapons:

Second Tech Grid mode, character stats and HP do not grow with each level up. Instead, their entire growth is situated on the Tech Grid. The tech Grid is one large field divided into three main quadrants, where each character begins are situated there based on their strengths in battle:
Stats that still grow with Level Ups are:
Character's will always have their own techs in both game modes.
i.e. Characters already have access to Equipment/Techs/Armor etc. There are no Licenses anymore.

For Techs:

Advance Techs (currently) compensate for Double and Triple-techs from the original as we work with out the bugs of a new mechanic more suitable. Special techs can have a double or triple tech executed as a cinematic ability or a normal ability with special features, such as Megaton Bomb executing a special effect when Lucca fires her weapon, or throws a hand-bomb. i.e. Lucca can either fire a Megaton Bomb or throw it via a hand bomb; the spell animation changes based on Lucca's current equipment.

~635000000 Era (Main Hub)~
Exploration is key, as the encounters going forward in story expect your party to have gained significant experience. The open world has much new events and tribulations so they feel fresh and rejuvenated. Some locations are more dangerous than others, simply being being there, and the party will frequently engage with this locations. They are about half the load of the events going forward; exploration is key to not only gaining experiencing, finding equipment but also with the lore going forward.

•The world is big, the era the game begins at is massive in itself, and the latter eras within the story going forward are too, large, with many new actions and logic. Approximatively 15+ hours exploring without tribulations, and many new and cameo foes appear.

Are there side quests? Yes, however they've been changed.

Achievements (in game) are different, Bestiary entries are different and the Celestial Tower are different.

Almost all can be be done with the game, and with that the game is very huge with a lot of different formats, binaries and sections. For a game of this extent, it's unique how it managed to become modifiable. As complicated as it's scripts and binaries, it still a lot better than and massive time saver from starting from scratch—which is why coming up with unique methods for gameplay and logic is key in the project as to make it not feel like original game, but rather a engine that powers Chrono Vendian.

~Further Update Notes~
•The main game will be heavily modified to be able to run right out of the box.

•The two game modes for the Tech Grid will need to be installed separately as of now.

•All abilities have been revamped to classic Chrono Tech abilities. With characters retaining their original techs from Chrono Trigger.

•All abilities/items and the like follow closely to that of the (DS) translation of Chrono Trigger. Subtracting the use of tier-magic suffixes (ra/ga/ja).

We're currently looking to remove the use of gambit targets (done); reverse such targets for A.I (done), controlled allies, halting specific actions between the caster (player character) and enemy via A.I. and lessen the general automated feel of gambit target usage from the original. It's a massive task and we're testing the waters to see how far we can get with method in keeping the gameplay fluid and balanced; changing every aspect of the game to present a new yet similar feel.

•There is an bug that (expectedly) arose when attempting to force an action-in-queue command to wait until one another action of the party ally is charged before executing the ability. This is to make abilities such as Cure Wind, Double Cure, Delta Force and Antipode Bomb require more than one party ally to execute the ability (i.e. Dual/Triple tech). Currently, this has not been fully implemented and the initial caster will soft-lock in a loop of the casting animation. close, but no cigar. :|
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on January 30, 2021, 07:17:49 am
Update ~01/30/2021~
~77% Overall. Progress is calculated between the pace of the first-world era events/locations/scripts/actions etc. and the events ahead of it. Going forward after exploration marks the point of no return. With newly reserved space, it would not go to waste.
-Gameplay updates-

~Gameplay~
With the removal of the gambit targets, players are now to execute commands traditionally, be it Techs/item usage, etc. PC A.I. have been set to enter auto attack mode only when an action is firstly executed.
This is only valid for regular attack commands. This is to reduce the tediousness of having to execute the Attack command for minor foe encounters while maneuvering the player character about the map.

Here's a brief test example:

https://www.youtube.com/watch?v=H3a2FIMkrHE

(using temp. placeholder models for demonstration purposes)

•The ATB option (ON/OFF) only affects the use of auto-attack. With it off, your player characters will not auto-attack after their first execution, and will need to have the attack command executed for each turn.

•With this revamped system, it turns the once automated feel of FFXII's gambit system into a more natural Turn-based feel; i.e. allowing the player to be more interactive with each fight rather the latter completely automated via gambit setups.

•The ATB menu is kept in player menu to also toggle function ON/OFF, however as mentioned before, this setting only affects the 'Attack' Command. Turning it ON allows a pseudo 'Auto-Battle' mode, similar to the function in the PC releases of Chrono Trigger, where auto-battle effects only the attack command all party allies.

•This system is dubbed ATB 3.0 and Gambits are now classified as 'Auto-Battle', effectively Attacks only respectively.

•This is huge leap in gameplay overhaul for Chrono Vendian as gambit targets and License/Jobs where the main barriers that would prevent the theme of the gameplay design from reaching full potential becoming less and less FFXII-esque and more different and unique, classical battles inspired.

•In addition to this, many actions/tech and abilities will utilize the Effect Capacity, which originally was a system in FFXII on PS2 that prevented multiple actions/spells being executed at once. It was removed in this remastered version, and will now return to aid in the ATB 3.0 system of Chrono Vendian, offering a turn based feel as executed actions will have to wait their turn before being executed.

•Locations of the Vendian Era (that is 635000000 B.C.) were initially merged in old Ivalice locations of the original game. They replaced FFXII's 'The Feywood' map, where the game would start at initially. These Vendian locations are new and have been moved elsewhere to explore. Space now used in FFXII's original maps, hence the now limited to six (6) zones as of late. The start location remains the same, and is just before the new ones (safety measure).
Title: Re: Chrono Vendian Updates & Progress
Post by: MagilsugaM on January 30, 2021, 08:13:51 pm
Can I join the project?  :lol:
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on January 31, 2021, 03:21:40 am
Can I join the project?  :lol:

As we love more members on the team, concepts, design and programming (base) have been completed, with the main areas left being art assets and improving gameplay mechanics to feel less as FFXII's automated gambits, and more interactive real-time turn based akin.
Nevertheless the door is always open! What do you have in mind for Chrono Vendian? An open door allows critique, improvements and overall better experience going forward.
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on January 31, 2021, 04:09:22 pm
Just watched the video -- it looks amazing! WOW WOW WOW! The Chrono Compendium is definitely doing to support this project as much as we can; please make sure you continue to communicate both progress and any needs we can do to assist with marketing, etc.

I am loving the look and feel of combat. I enjoyed FFXII, so there's obviously a lot of continuity with combat there, but I can definitely tell the AI and general battle flow is scripted differently to appear more turn-based.

In addition to the new menu design, I did notice the 'Murk' option in addition to abilities. Just curious, what is that?! Sounds fascinating!
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on February 01, 2021, 03:57:57 am
Just watched the video -- it looks amazing! WOW WOW WOW! The Chrono Compendium is definitely doing to support this project as much as we can; please make sure you continue to communicate both progress and any needs we can do to assist with marketing, etc.

I am loving the look and feel of combat. I enjoyed FFXII, so there's obviously a lot of continuity with combat there, but I can definitely tell the AI and general battle flow is scripted differently to appear more turn-based.

In addition to the new menu design, I did notice the 'Murk' option in addition to abilities. Just curious, what is that?! Sounds fascinating!

Definitely. I expect after February to reach a percentage goal of at least 85%, as 3D models, foes and maps are completed, and finishing touches being events scripts. That is goal for next month. Baring release date thereafter assisted marketed will be inline. Thank you @Boo the Gentleman Caller!

Murk is the limit-break system. It has also been revamped. Originally in FFXII, performing a single Quickening could either do zero (0) or very little damage (200 - 5000 damage range/stats dependent) It did not fit the visuals, concept and term of limit-break, with animations seemingly breaking reality and such, only to result in little damage.

These should inflict more damage than regular abilities could inflict, so, the formula has been changed and now Limit breaks always break the damage limit, no matter what. Which also means, if you incur a high Limit chain, the resulting damage will be massive. All Limit animations have also been changed, being unique to each character, their element and magic-affinity. Not to worry balance-wise, FFXII's engine has the capacity to allow foes (in these cases, bosses) to have up to 95 million HP.

To name a Few:

Crono
Cyclone
Blitz Frenzy
Lightning Luminary

Marle
Ice Twister
Antipode Bomb II
Icefall

Lucca
Phlegethon
Flare Tornado
Antipode Bomb III

EDIT: I accidentally selected Modify post of your post, @Boo the Gentleman Caller, when I meant to select 'Quote'.  :oops:
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on February 01, 2021, 09:58:57 pm
**Insert drooling here**

I was and continue be a HUGE fan of FFXII, so this is all sounding better and better to me!

Although I think your assessment of the Quickening system is spot on. The Quickenings were difficult to earn on the License Board and were, at least visually, very grandiose (and, as you said, seemingly reality-breaking)... with damage being all over the place.

I love your new implementation of the Murk system! Any reason 'Murk' was the name chosen for these awesome attacks? I'm not familiar with the word.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on February 02, 2021, 06:58:59 am
**Insert drooling here**

I was and continue be a HUGE fan of FFXII, so this is all sounding better and better to me!

Although I think your assessment of the Quickening system is spot on. The Quickenings were difficult to earn on the License Board and were, at least visually, very grandiose (and, as you said, seemingly reality-breaking)... with damage being all over the place.

I love your new implementation of the Murk system! Any reason 'Murk' was the name chosen for these awesome attacks? I'm not familiar with the word.

Yes, Limits are much easier to obtain now, and are the only abilities that need to be obtained via the Tech Grid.

Murk is an alternative word for 'Mist', and meaning dark or gloomy allusion to a specific character.

*If I can get around solving the current loop-locking bug with action-in-queue commands, we may have just cracked dual tech capabilities.

To refresh on Dual-Tech Mechanic:

•Player character selects a specific command (e.g. Antipode)
•Character charges up ands waits for the next character to take that same action(Antipode) •Once both have taken action, the agility is executed

Currently, the action will loop forever when both parties have selected the action, not executing the ability. This is where this mechanic is currently stands.

EDIT: Whoops, did it again. :oops:
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on February 03, 2021, 05:48:53 am
Update ~02/3/2021~
~79% Overall. Progress is calculated between the pace of the first-world era events/locations/scripts/actions etc. and the events ahead of it. Going forward after exploration marks the point of no return. With newly reserved space, it would not go to waste.

~Scenario changes~
As mentioned previously with the maps in the last update, the scenario has changed dramatically for the first-world era (i.e. where the game begins).

•The player will stranded and will need find nearest land.
•The player will embark on a long journey to get to the key location nearest to the next section.
•Despite the open-world, if the player ventures off the path too far for their ability, it might not end well.
•Prepare to enter the next section on arrival+events, which is the point of no return and the longest section.
Title: Re: Chrono Vendian Updates & Progress
Post by: brifye19 on February 09, 2021, 12:22:10 am
Update ~02/3/2021~
~79% Overall. Progress is calculated between the pace of the first-world era events/locations/scripts/actions etc. and the events ahead of it. Going forward after exploration marks the point of no return. With newly reserved space, it would not go to waste.

~Scenario changes~
As mentioned previously with the maps in the last update, the scenario has changed dramatically for the first-world era (i.e. where the game begins).

•The player will stranded and will need find nearest land.
•The player will embark on a long journey to get to the key location nearest to the next section.
•Despite the open-world, if the player ventures off the path too far for their ability, it might not end well.
•Prepare to enter the next section on arrival+events, which is the point of no return and the longest section.

Hmm, this is interesting. I will be keeping an eye on this.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on February 12, 2021, 08:53:16 pm
Update ~02/12/2021~
~84% Overall. Progress is calculated between the pace of the first-world era events/locations/scripts/actions etc. and the events ahead of it. Going forward after exploration marks the point of no return. With newly reserved space, it would not go to waste.

~Visuals~
One of the main characters that has gone through tribulations was Crono himself. For him it was especially strict on design and style in which would be the base. Initially we seek the rendition of Raf Grassetti (https://www.instagram.com/p/CIJBGLVBdnD/) as seen concept here:

(https://i.postimg.cc/3N7hbsJV/crono-ct.png)

However, due to unavailability another artist on the team, eWhitewolf (https://www.artstation.com/wbeye) as taken the mantle—creating most of the characters and NPCs, with the design style heavily inspired by that of Tetsuya Nomura.

Crono's progress under supervision:

(https://i.postimg.cc/xdc1vVcP/Crono0213.jpg)

(https://i.postimg.cc/VNpL4ZtP/Crono0213-0.jpg)

(https://i.postimg.cc/jS4TnvhX/Crono0214-00.jpg)

This is ~25%. The game texture limit that will be used is 6K. Capability goes up to 16K/standard DX11 render texture, but for now limited to no higher than 6K textures, 4K textures for maps.
The remastered engine is already quite heavy averaging peak of ~8GB VRAM.
So far there are two variations of characters models, one for in game and one for FMV. We hope to ear the availability of Grassetti to have initial rendition for cutscenes, if it not it will be used this game model instead.
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on February 15, 2021, 10:29:49 am
This looks amazing! Thanks so much for sharing the update! I'm loving the Crono model!
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on February 15, 2021, 03:06:07 pm
This looks amazing! Thanks so much for sharing the update! I'm loving the Crono model!

eWhitewolf is doing an amazing job in retaining the design and rendition. Very open communication.
Before topology and before textures. Now entering topo, at the end, will bring updates Crono as well as to Marle and Lucca.
Title: Re: Chrono Vendian Updates & Progress
Post by: MagilsugaM on February 17, 2021, 09:26:51 am
Wow you guys worked so fast on it.
TBH
I was working with SE after the C&D letter we got from CE to revive Chrono Break. But they told me the story I wrote for it was too mature. And now the make FFXVI that's like so dark.
It kinda bugs me. So I ended up quitting.
I am just good at writing stories. If you need any help with the plot and time travel mechanics if you wanna change anything just say it. I am no longer affiliated with any game company. I just wanna write stories.
I figured something out that Serge was Crono and Magus at the same time. Somehow their souls got thrown into another universe. While Lynx was Magus and Serge was Crono.
They were just reincarnations of them after aeons in an alternate timeline.
Especially how Magus was sent after Chrono Trigger DS. I am pretty sure he was sent to Cross dimension as Lynx. I am not sure if anyone had a theory like that in here.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on February 18, 2021, 01:03:48 pm
Wow you guys worked so fast on it.
TBH
I was working with SE after the C&D letter we got from CE to revive Chrono Break. But they told me the story I wrote for it was too mature. And now the make FFXVI that's like so dark.
It kinda bugs me. So I ended up quitting.
I am just good at writing stories. If you need any help with the plot and time travel mechanics if you wanna change anything just say it. I am no longer affiliated with any game company. I just wanna write stories.
I figured something out that Serge was Crono and Magus at the same time. Somehow their souls got thrown into another universe. While Lynx was Magus and Serge was Crono.
They were just reincarnations of them after aeons in an alternate timeline.
Especially how Magus was sent after Chrono Trigger DS. I am pretty sure he was sent to Cross dimension as Lynx. I am not sure if anyone had a theory like that in here.

It is almost shorter than planned due to implementation and pacing of the game and having events execute as expected. CV is has been the testing ground for what's possible to which extent, and anything after that defines further capabilities as everything about the game is familiarized well.
If after things are set in stone; in terms of additional content for CV, which is typically a must to prevent much linearity, this could be arranged indeed.
Title: Re: Chrono Vendian Updates & Progress
Post by: MagilsugaM on March 01, 2021, 06:12:39 am
I am glad you liked the idea, I studied in the field of quantum physics a lot so I guess we can set stuff up for time travel mechanics to be realistic if you would like.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on March 18, 2021, 04:25:22 am
I am glad you liked the idea, I studied in the field of quantum physics a lot so I guess we can set stuff up for time travel mechanics to be realistic if you would like.

With the main scenario complete, now's the time for extra side content.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on March 18, 2021, 04:46:18 am
Update ~03/18/2021~
~87% Overall. Progress is calculated between the pace of the first-world era events/locations/scripts/actions etc. and the events ahead of it. Going forward after exploration marks the point of no return. With newly reserved space, it would not go to waste.

~Scenario changes~
This was mentioned previously, however as it is redundant, there are additions
As mentioned previously with the maps in the last update, the scenario has changed dramatically for the first-world era (i.e. where the game begins).

•The player will stranded and will need find nearest land.
•The player will embark on a long journey to get to the key location nearest to the next section.
•Despite the open-world, if the player ventures off the path too far for their ability, it might not end well.
•Prepare to enter the next section on arrival & events, which is the point of no return and the longest section.
•Party begins with three allies: Crono, Lucca and Marle. However, other party members can be found by exploring the open world so as long as the point of no return isn't crossed.
•New locations can also be accessed be side content in Chrono Vendian. This will also link back to the first-world era, so there are no accidental point of no return entries.

Visual Update for March is on the horizon. I'll refrain from revealing small tidbits of environments & PC models of the greater update but I will list the remaining key updates:

•Through the tribulation, more player characters have been added. In particular one who will control differently than the rest.
•Scythes are an official weapon discipline in game. Its objects are completed. It utilizes the user's magic power into the damage calculation formulae.
•ATB 3.0 sees major update & some reversions.

•Gambit targets make a return, however in contrast of ATB 3.0—the functions are inversed, a result of the following changes (mentioned below):

(https://i.postimg.cc/vGTx9mTf/ATBOFF.png)
*Party formation (in beta) subject to change
ATB OFF : Activates Gambit Target, disabled Auto-Battle (PC's do not repeat commands after the first action, and also re-enabled PC auto-movement towards target (if within a certain distance from said target)

(https://i.postimg.cc/w6stfbhB/ATBON.png)
*Party formation (in beta) subject to change
ATB ON: Deactivates Gambit Target, enables auto-battle, and disables PC auto-movement toward target of a given distance.

This reversion came to those who prefer, so it is optional.

•Internal changes to gameplay including real time simulation (not in the façade of command charge time zero) however, at the cost of some lost functionalities of other abilities (i.e. Summons).

It's a tribulating factor, which going through rigorous debugging, how far it can go without breaking too much of game's flow of operations.
The battle menu is rearranged to have less sub-menus and lists, and one option for single-inputs to the player character's immediate action.

•Original ATB 3.0 subtraction of automated gambits will remain an option.
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on March 18, 2021, 10:23:57 am
This is so awesome. I love how you've tweaked the gambit system, and seeing the original spells is just... *chefs kiss*

Also... I see what characters you have hidden there. :D
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on March 20, 2021, 12:33:01 am
The original route headed for removing the gambits required much more to have the gameplay feel fluid, rather cumbersome (especially over a period of time, and natural grinding). dig deeper, but also having more options is always a plus, so despite the extra it was decided to keep all types of gameplay.

The gambit functionality is in fact inversed and the PC's responsive movement is affected too because of the initial changes, the resulting outcome.

This is so awesome. I love how you've tweaked the gambit system, and seeing the original spells is just... *chefs kiss*

Also... I see what characters you have hidden there. :D

On that—he controls are in fact different than the rest. Since the sfx attachment is on this specific slot, the weapons too will have the effects attached. It makes sense given the sprint animation in Chrono Trigger is different than the rest.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on May 31, 2021, 04:08:40 am
Update ~05/31/2021~
~STASIS

This is an official update of the state of Chrono Vendian. The project is not dead or dying but is otherwise in stasis. As most of my projects varying in time, none ever go dead, rather they become completed and declared closed with no further updates, they are improved, if old and dated, or are put into temporary stasis; this is currently where Chrono Vendian remains until further notice.

CV's source is retained when the project's cogs are ready to be turned again.

For the project's stasis was the time needed to work on the assets and structure of maps in the game, and the structure of the scripting to provide more (in game) content to flourish, with some major fixes to the 3d model structure, design, material and shader aspects, all of which have seen a significate progression, I am pleased to say.

With a significantly higher budgets I am excited to announce more can be done in terms of graphical assets and event sequences (FMVs). The higher budget, the more character, map remakes in honor of the original.

Second was the re-working of the game's battle system into something entirely new, fresh and actually tangible from the previously announced ATB 3.0, which is now derelict. Completely scraping the ATB 3.0 concept has a whole for a more, thoroughly and thought out mechanic.

While it's still a bit too early to spoil too much for Chrono Vendian in particular, I will say that it will utilize two new battle systems, Action-Esque Mechanic and Action Time Battle, two core mechanics working intertwined each other to completely present a whole new feel and flow to, what was FF12, no longer.

In short, these are the key points:


Whilst double and triple tech compatible may be the only aspect of Chrono trigger that couldn't be fully replicated, it will be without a doubt be presented as closely as possible, without omitting these techs. Even as some Double/triple techs have become Limit Breaks, it is much better than removing it completely.

The the compatible of magic editing, breathing fresh air into these abilities solely for Chrono Vendian is a plus, something I envisioned, instead of re-using the same old common magic in vanilla FF12.

*This is the update for the status of Chrono Vendian going forward.
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on May 31, 2021, 11:56:43 pm
Quote
For the project's stasis was the time needed to work on the assets and structure of maps in the game, and the structure of the scripting to provide more (in game) content to flourish ...

Do you have dedicated resource(s) working on these assets and the 3D level maps?

Quote
While it's still a bit too early to spoil too much for Chrono Vendian in particular, I will say that it will utilize two new battle systems, Action-Esque Mechanic and Action Time Battle, two core mechanics working intertwined each other to completely present a whole new feel and flow to, what was FF12, no longer.

These sound really interesting. ATB3.0 sounded awesome, but these sound cool, too. I'm definitely curious and patiently await until more can be shared/showed!

Quote
More canon characters are playable including Ayla and Frog. There are not optional add-ons, but are main PC as originally where.

Not gonna lie, this probably excites me more than anything. Is Robo the only Chrono Trigger PC not making the party this time around?
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on June 01, 2021, 02:49:58 am

Do you have dedicated resource(s) working on these assets and the 3D level maps?

I have one. I seek to get at least three for now for maps and at least two for character designers.

However, there is quite high standard for the quality of the assets being created. In terms of style and execution, creating realistic renditions whilst remaining faithful to original art style.

These sound really interesting. ATB3.0 sounded awesome, but these sound cool, too. I'm definitely curious and patiently await until more can be shared/showed!

ATB 3.0 was an interesting concept at glance, however it wasn't as tangible as AEM is now, which made it become derelict very fast.

Not gonna lie, this probably excites me more than anything. Is Robo the only Chrono Trigger PC not making the party this time around?

I have Robo on the reserve, however he would occupy one of the guest character slots, since the six main player character slots have been filled with:


I also must point out that Ayla and Frog are the PC with the most focus, purely due to their animation, as I seek to keep their original movement animations as the original; something that is especially critical for Frog. While he has the features of a bipedal and walks as one, animations such as running and attacking are of amphibian, this is an animation aspect that simply cannot be overlooked. Thankfully, animation is also a field that can be modified, so that area is clear.

The Battle System
The thought for the battle system was created when I was on break and working on another side project, whilst looking at my past projects; one in particular from 2017. I was thoroughly impressed my own self when I saw just how I managed to implement an ATB system in an game that wasn't even an RPG or had RPG elements.
And of course, studying the foundation of FF7 remake system, which I was shocked to find out didn't even had a name. So, I figured, what would ATB stand for in the FF7 Remake? Since it's not turn based, I figured SE would dubbed ATB in that 'Action Time Battle', so I dubbed it that here.

For a detailed run down of the two battle systems introduced can be found here (https://zodiac-trilogy.fandom.com/wiki/Action-Esque_Mechanic) and here (https://zodiac-trilogy.fandom.com/wiki/Action_Time_Battle).

In par, there are two systems that both work with each other to complete the gameplay design. The best part about it is that it actually works and works well and is very reminisce of FF7 remake. There are only two minor features that are to be implemented:


Slow-motion
Slow motion makes the battle run in slow-mo while in 'Wait' mode just as in FF7R. Interesting, the Active Mode here brings about a new challenging to the system that FF7R does feature, which is having the battle go one unstoppable while you house commands, bringing this extra emphasis and adrenaline to battles.

Evading
This feature is bit of stretch, as (at least currently) the key button (on the controller per se) all all reserved with other functions such as the AEM, menu cycling, and other key functions, so controlling the player's evade for blocking incoming enemy attacks is bit more complex to work in, but, for now, the original auto-evading works well with everything else. In short, evading is the only action the player doesn't have to control, everything else, is.
Even the summons behave the same here as in FF7R. However, since it's not Chrono Trigger esque, they too are removed, but the optional bosses as reminiscent of them are still encounterable.  :kz :kz

Just as in FF7R, the ability switch characters and issue commands to allies align the gameplay functionality so much that feels new, fresh, unique, intense and finally, engaging.

I do plan on adding variety to the way A.I. allies are handled and controlled by you the player.

For instance, I will have Marle or Magus (magic users) use their magic whilst a.i. controlled (if you're controlling as Crono) and when you using Marle/Magus as the leader, they're action execution patterns change from (Crono) making their actions be e.g., ranged magic attacks, whilst Crono's actions are physical.

To simplify:


I plan this to be the standard, as currently, as of now, any ally you control, their action execution will always be attacking.
With the above, it would add variety and diversity to whom you control in battle and as a.i. controlled.

*This is the update for the status of Chrono Vendian going forward.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on June 04, 2021, 08:23:18 am
I am currently preparing the first battle trailer for Chrono Vendian. Despite what I said before, I cannot hold it entirely in. The passion driven from the battle system is thriving, thus allowing the project to flourish as well.

What this trailer will present:


Stay tuned!
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on June 04, 2021, 10:27:17 am
Quote
I am currently preparing the first battle trailer for Chrono Vendian. Despite what I said before, I cannot hold it entirely in. The passion driven from the battle system is thriving, thus allowing the project to flourish as well.

There's a lot of excitement here, too! If you post it to r/chronotrigger on Reddit, let me know and I can sticky it. I am a mod over there (u/ghost_from_tomorrow).
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on June 05, 2021, 06:39:18 am
Quote
I am currently preparing the first battle trailer for Chrono Vendian. Despite what I said before, I cannot hold it entirely in. The passion driven from the battle system is thriving, thus allowing the project to flourish as well.

There's a lot of excitement here, too! If you post it to r/chronotrigger on Reddit, let me know and I can sticky it. I am a mod over there (u/ghost_from_tomorrow).

Definitely, I will know accordingly.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on June 07, 2021, 03:27:19 pm
small, but important update. I won't be able to release the trailer as planned. I haven't been feeling too well, actually battling a lot of despair of late.
I will post an update, at best (of some sort) if I survive which is quite unlikely, fortunately.

I'd like to take a moment to thank all who supported and backed the project since its initial announcement. You have my utmost gratitude.
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on June 07, 2021, 04:40:33 pm
Quote
small, but important update. I won't be able to release the trailer as planned. I haven't been feeling too well, actually battling a lot of despair of late.

Please don't give up hope! Your mental and physical health are more important than any hobby project!!!

If you ever need need someone to talk to, please feel free to reach out to me here. You can message me and I can give you additional channels to contact me at.

Stay strong. We are here for you if you need us!
Title: Re: Chrono Vendian Updates & Progress
Post by: xcalibur on June 07, 2021, 05:01:10 pm
Quote
small, but important update. I won't be able to release the trailer as planned. I haven't been feeling too well, actually battling a lot of despair of late.

Please don't give up hope! Your mental and physical health are more important than any hobby project!!!

If you ever need need someone to talk to, please feel free to reach out to me here. You can message me and I can give you additional channels to contact me at.

Stay strong. We are here for you if you need us!

seconded.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on June 10, 2021, 11:00:43 am
thank you everyone.
I think I'll be ok for some coming weeks. I can pick up where I left on, working on Marle.
I'll try my best to keep a stable update scheudle.
Thank you everyone—my sincerest gratitude top you all.
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on June 14, 2021, 11:23:01 am
Quote
I think I'll be ok for some coming weeks.

Just take care of yourself, first and foremost. Mentally and physically. As exciting as a project as this is, I care much more about your well-being than any fan hack!

If you need anything, moral support, anything, please feel free to reach out. I can't stress that enough!
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on June 14, 2021, 01:42:11 pm
Quote
I think I'll be ok for some coming weeks.

Just take care of yourself, first and foremost. Mentally and physically. As exciting as a project as this is, I care much more about your well-being than any fan hack!

If you need anything, moral support, anything, please feel free to reach out. I can't stress that enough!

I don't know how well it is from another's perspective, but I usually have to drown myself in work to be able to get through it, if that makes sense.

Something, anything. There was something finicky about Marle's skeleton rig, not a major bug but enough to keep me focused on it.

Also

controlling Frog as a bipedal figure has me debating.

@Boo the Gentleman Caller Are there any official concept art for Glenn (human)? Concept art or character sheet(s)?
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on June 14, 2021, 03:00:59 pm
There's no official art as far as I'm aware of. The only time we see him is during the animated cutscene ending.

There is an unofficial sprite sheet used in Crimson Echoes/Flames of Eternity (SNES rom hacks) that I can track down for you, but once again, it's not official.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on June 14, 2021, 11:57:48 pm
I'll take it, there'll need to be some creativity in this case, since we've never officially seen Glenn's face.
Title: Re: Chrono Vendian Updates & Progress
Post by: Vehek on June 15, 2021, 01:31:59 am
Well, there is an official sprite of his face, since the unofficial sheet was an expansion of the small original one from an alternate ending, as was sort of mentioned before.
(https://www.chronocompendium.com/images/wiki/a/a7/Human_Glenn_Sprites.png)
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on June 15, 2021, 09:43:01 am
And here's the link to the unofficial sprite sheet from Crimson Echoes.

https://www.spriters-resource.com/fullview/26310/
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on June 15, 2021, 01:37:00 pm
Thanks guys; strange, I in the scene Glenn had spiky slick back hair, different than this sheet. Hmm, interesting.
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on June 16, 2021, 09:39:13 am
You know, you're right!

I'm hunting for sprites of him with the short, spiky hair (like in the anime ending), and I don't see any. Hmm...
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on June 16, 2021, 06:07:53 pm
So Guile is really Magus? I started playing Chrono Cross the first time recently (loving it so far btw) and pieces together from the Dream's Epilogue ending from CT DS. should be an interesting addition to Vendian
-
Originally this version was going to be a bonus, but due to the lack of appropriate animation for (Frog), hmm it's a tough decision to make.

Title: Re: Chrono Vendian Updates & Progress
Post by: skylark on June 18, 2021, 05:23:37 pm
So Guile is really Magus? I started playing Chrono Cross the first time recently (loving it so far btw) and pieces together from the Dream's Epilogue ending from CT DS. should be an interesting addition to Vendian
-
Originally this version was going to be a bonus, but due to the lack of appropriate animation for (Frog), hmm it's a tough decision to make.



Yes. That was always the intention. Unfortunately due to crunch-time issues, the majority of it had to be scrapped. Still, I prefer Word of God over whatever surprise incest theory somebody in this topic pitched to you.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on June 18, 2021, 10:16:16 pm
Yes. That was always the intention. Unfortunately due to crunch-time issues, the majority of it had to be scrapped. Still, I prefer Word of God over whatever surprise incest theory somebody in this topic pitched to you.

Somebody pitched this beforehand? I don't recall?

So since this is true, we have some bonus content.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on June 24, 2021, 12:51:18 am
Please check site is public, domains have been moved around and site navigation appears broken.

*Note: Download link can be found in the OP (first post) of this thread.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on June 27, 2021, 02:00:40 am
REMOVED

The last concept of Marle shown before was, in fact, not by the artist I had hired for the project via CGTrader (bologendheng). It has been removed from Chrono Vendian entirely. I now have 2 dedicated artists on the project.
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on June 27, 2021, 08:04:27 pm
That looks amazing! I can definitely tell that she's aged up a bit since Chrono Trigger (seeing that this is, what, five years later)! The art style is great -- whoever did your art did an EXCELLENT job and I can't wait to see the others in a similar vein!
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on June 28, 2021, 08:04:35 am
That looks amazing! I can definitely tell that she's aged up a bit since Chrono Trigger (seeing that this is, what, five years later)! The art style is great -- whoever did your art did an EXCELLENT job and I can't wait to see the others in a similar vein!

Good! I cannot wait to reveal the rest of playable cast and furthermore!
Title: Re: Chrono Vendian Updates & Progress
Post by: TheMage on July 05, 2021, 10:42:23 am
 :shock: omg she looks fantastic!!!
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on July 13, 2021, 05:55:35 am
:shock: omg she looks fantastic!!!

Things are going well with Marle.

I have some updates:

Firstly, some ETAs have been delayed of a few artists due to covid. This means character development are slower than normal, and in this case, it is fine for the delay.

Gameplay
Unlike before with the old ATB 3.0, the two new battle systems have been coming along very smoothly and I can safely say we have a solid gameplay mechanic for Chrono Vendian.

Just like ATB 3.0, there wouldn't be any true double or triple techs, at least not in the same shape or form due to the scope of needed modifcation of the battle structure. Instead it will be converted to limits—a pseudo alternative version that keeps the double and triple techs, just alterating the way they are executed.

Locations
In these stages, it's good to get as much feedback as possible.

Since most of my artists conduct their workflow in UE/Unity, I allow them to create assets in them with some intricate workflow alterations during finalisation.

Since the engine used for Chrono Vendian is FFXII (PhyreEngine) the asset structure is very different, not just from the Phyre Asset standard, but also how FFXII was ported to PhyreEngine by SQEX, which has varying varations to Phyre standard structure, particularly when it comes to certain materials and assets.

The artist use UE when creating the assets, since simply working with PhyreEngine's pipeline alone is not enough to simply work with the structure of assets—and would require more time to allow them to become familiar with an engine they are, otherwise, not as familiar with.

Allowing the artist to be able to have the creative freedom and software familiarity without the restrictions of the game engine. When finalised, combine UE assets and materials all into one parent object and exported the meshes linked to the parent object as child meshes where it then be imported in Meta3D, update/fix collision, cleanup asset structure and prepare it for asset conversion to the game's structure via Zodiac Engine (https://tri3fecta.com/zodiac-engine-3-0).

One of the playable locations, Mystic Mountain:

(https://cdn.wikimg.net/en/chronowiki/images/4/40/Mystic-Mountain-03.png)

(https://i.postimg.cc/CFrJp2j1/alexandre-martin-v1.jpg)

(https://i.postimg.cc/NBvDtmr1/alexandre-martin-v2.jpg)

How accurate would you rate the path remake? And will we see Kino? :P
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on July 13, 2021, 09:57:47 am
Quote
Allowing the artist to be able to have the creative freedom and software familiarity without the restrictions of the game engine. When finalised, combine UE assets and materials all into one parent object and exported the meshes linked to the parent object as child meshes where it then be imported in Meta3D, update/fix collision, cleanup asset structure and prepare it for asset conversion to the game's structure via Zodiac Engine.

I love the behind-the-scenes you give with this project. Both about how FFXII was made with the engine (created externally and then imported), and with how Chrono Vendian is shaping.

Quote
How accurate would you rate the path remake?


I mean, it definitely looks the same -- just with less foliage! Regardless, looks incredible!

But as far as I'm concerned, I don't care about a 1:1 remake of locations. As long as the spirit is there and maybe some easter eggs to show that they're one and the same, I'm happy. I'm not a hardcore purist by any means. Plus, this may be a vendian-age version of the location, not the 65-million BC version, so you could always say and differences are due to time flow.

That UE5 works looks amazing though. UE5 never ceases to amaze me.

Quote
And will we see Kino

I sure hope so! :D
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on July 14, 2021, 08:24:50 pm

I love the behind-the-scenes you give with this project. Both about how FFXII was made with the engine (created externally and then imported), and with how Chrono Vendian is shaping.

Yes, for me, it's very important when giving the status and updates. Since Chrono Vendian is being made from the ground up with FFXII as its engine, nor retaining any of the original locations of FFXII, most of the limits introduced before are gone. No more needing to compensate environments by merging sections all into one zone when the mesh and poly limits per mesh are reached. Instead, zoning can be used now.

With how smoothly things have been progressing, I can safely introduce another new feature: Materium.
Materium are fragments of the Frozen Flame and allows the use of magic in Chrono Vendian. These fragments are scattered across the lands in the Vendian age and are used are various treasures containing magic, magical items, commodity and are intergral part of the character development system, Materium Crystarium.

These fragments of the Frozen Flame are crystalized, granting innate magical augments to the user. Parallel to this, the sorcerers of Zeal effectively harnessed the powers of the Sun Stone, crystilizing powers from the Frozen Flame which lie dormant deep inside. Elemental Stones surge an array of power; when unleashed it grants the user impregnable strength. These are known as Limits in game.

These Sun Stones are also crystalized with a magical force, a seal referred to as Astral. The Seal is impregnable. However, there is an item that could possibly penetrate the seal. Moreover, should the seal be broken, the host of one crystalized Sun Stone and host of one Materium, the power that surges within could be extracted; binate energy could be created between the two hosts. These are known as Double Techs in game.

Gameplay-wise, the Materium Crystarium is composed of various materium used to enhance characters, improve their vitality, strength and magic potency. Grant permanent enhancements and immunities to certain statuses and access higher tier abilities.

*The old Tech Grid is completely removed.

I mean, it definitely looks the same -- just with less foliage! Regardless, looks incredible!

But as far as I'm concerned, I don't care about a 1:1 remake of locations. As long as the spirit is there and maybe some easter eggs to show that they're one and the same, I'm happy. I'm not a hardcore purist by any means. Plus, this may be a vendian-age version of the location, not the 65-million BC version, so you could always say and differences are due to time flow.

That UE5 works looks amazing though. UE5 never ceases to amaze me.


This is true. Death Peak, for example, is different in the Cleft Dimension.

The lighting and shading varies between the two, unfortunately (with the standard shaders the game uses) are not as good as the shaders used in UE. However, since shaders can be compiled for the game now, this shouldn't be an issue in finalisation.

We have some foliage on the top of the mountain terrian, the mere along the dirt path has yet to be added.
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on July 14, 2021, 11:54:14 pm
The engine changes keep sounding better! Between graphical enhancements (I didn't realize you could introduce new shaders to the FFXII engine!) and the combat changes, the Materium system sounds awesome.

In many ways it is much more complex than Trigger or Cross, but it sounds awesome. Upgrading and breaking the Astral seal, obtaining Limits, and acquiring double techs = awesome; it sounds like they are actually earned now through hard work, and I bet their combat power makes it well worth the efforts.

How many double techs will each pair of characters learn? Will there be triple techs? :D
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on July 15, 2021, 10:27:26 pm
The engine changes keep sounding better! Between graphical enhancements (I didn't realize you could introduce new shaders to the FFXII engine!) and the combat changes, the Materium system sounds awesome.

Yes, shader compilation have been a key feature in Zodiac Engine since 3.0. ZE 3.1 feature updates to minor things like model assets fixes and fixes to high-model (the model structure system specifically in FFXII, and other FF PS2 games) where the model head mesh and hand mesh are separated from the body mesh, since the two assets would be swapped in and out with each other during cutscenes. However, due to that feature of high-model replace being present in FFXII port to PhyreEngine, I have had that feature omitted for Chrono Vendian, so now we can use one whole model for everything! ZE 3.2 fixes intricates with maps.

Knowing the intricates of a few instances, a lot of cutscenes will be pre-rendered. This is so that the more complex events are not cut whatsoever.

In many ways it is much more complex than Trigger or Cross, but it sounds awesome. Upgrading and breaking the Astral seal, obtaining Limits, and acquiring double techs = awesome; it sounds like they are actually earned now through hard work, and I bet their combat power makes it well worth the efforts.

Yes, very much worth the effort. These abilities always break the damage limit.

This past week I have been grinding out all the bugs from the Materium Crystarium, AEM and ATB mechanics. Here are my updates.

ATB (Action Time Battle) is currently clear of bugs. Its functionality works perfectly and it is fluid in parallel to AEM.

AEM (Action-Esque Mechanic) is currently clear of bugs. The issue with the execution keys where switched around to not have any buttons interfere without functionality, such as opening the battle command window. The key is a desolate button that has no other higher priority functions that would otherwise cause issues.

Materium Crystarium is currently cleared of bugs. Initially, during the construction of certain growth nodes for characters, and special augmented enhancements, there would be a crash when exiting the Materium Crystarium Window. This was detected due a bug with the License Board menu of FFXII with the old Summon tiles—there were still some of those summon tiles left. Effectively removing them cleared the issue. Summons are not an integral part of gameplay, instead, we have Double/Triple Techs and Limits.


How many double techs will each pair of characters learn? Will there be triple techs? :D

Currently there a limit to each ability per character, that is three.

Presently we have one double tech and one triple tech for each character.
That is
Code: [Select]
1 :: character : 1 Double tech :: 1 triple techAnd so on...

i.e.
Marle
Code: [Select]
Double tech (2 ATB requirement) | Antipode Bomb (Animation Marle & Lucca)
The execution is via one character, the animation itself features them both.

Limits are linked to a character's ATB, when the MP runs out however spells and magic cannot be used. The required ATB for the Limit to be used is mandatory. Since the ATB charges over time in fights, and enhancements to ATB can be increased (via the Materium Crystarium) it won't take long for a character to refill their ATB gauges and have their acquired limits available to use again (their MP is significant as well).
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on July 16, 2021, 05:51:42 pm
Regarding all the bugs you've cleared, how the heck do you all work so efficiently and so fast?!?!

And how big is the team, if you don't mind me asking.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on July 17, 2021, 12:05:49 am
Regarding all the bugs you've cleared, how the heck do you all work so efficiently and so fast?!?!

And how big is the team, if you don't mind me asking.

When I have a passion, I work nonstop on it. Every bit of of time I have goes into it. Sometimes on free days, I work on it until the early hours into the next day before realizing just how long its been. I had this same passion with other projects.

I have 3 dedicated artists for character creation, 2 artists for environmental construction, 1 animator, 1 dedicated reverse engineer, and myself.

Since my artists don't work directly with the engine's pipeline (because of the differences between the standard tools, and how FFXII handles its own assets and structure) I feel its best to allow them to create the models and assets in software they are most familiar with, so that they don't have any constraints or difficulties.

As they progress via updates to the design during construction if any changes or modifications are needed before reaching finalisation. At those times its critical for me to insure they are in line with the appropriate art direction, transforming the characters into fully realized, hyper realistic  while also remaining true to their original art styles.

Animation is a bit more complicated as custom animations in FFXII is still very sparse. It requires a bunch of deconstruction and rebuilding via Zodiac Engine, in short not a simple or very clean process of handling animations.

My reverse engineer greatly assists in the development of the new battle systems, more so, AEM (Action-Esque Mechanic), working together to ensure it functions as it should and functions well and is fluid.

I handle the finalisation of assets, Q&A, scenario and scripts.

When the art assets are completed, they are sent to me to be finalised, the process of cleaning up the asset structure, preparing it to be game ready (specifically for FFXII's engine requirements) which Zodiac Engine closely follows.

Even though limits regarding the some structure with the game's high-model replace system, map structural meshes, collisions and terrain have been omitted, the general structure of the Phyre-standard asset structure (and ffxii's specific structure (for internal structure composition and external material assets) remains the same—such as mesh palletizing (mesh physics, which is still much limited in terms of what mesh have which physics in game, like hair, cloth and accessories), converting animation to the game's binary format (via Zodiac Engine), bone-to-mesh skeleton structure matching, IK solvers and polygon per mesh limits.

Since the improvements with game have allowed more freedom in terms of what can be done, I felt confident in rebuilding Chrono Vendian from the ground up, without retaining parts of FFXII for leverage. As before we had parts of the scenario (from start to the end) involving location and assets from vanilla FFXII, due to constraints, now are removed, allowing us to take advantage of the game's larger resources.

For advance technical assets such as cutscenes (FMVs) that prove to be too complex to emulate in game, I outsource to studio for pre and post production. Originally, I've outsourced to Snapper Systems, who generously offered me the quote of $10,000 for my needs with the project. With this, I too must be very careful to use this wisely and ensure the content that needs to be prerender (FMV) is what it is, and no others would come down the line when budget is limit is reached. This includes the trailer, which I have planned in production to be as such, along with gameplay shown along side it.

I've previously outsourced to Tokkun Studio with one of my (now derelict) projects-trilogy series: Veracity Kingsglaive Unveils.

I stated before of the capabilities of a bigger budget I could dedicated to this project. That also I must use it wisely.

So it's not a massive team, but a team sizeable enough to fit the budget and deliver quality assets needed to see the project to a successful launch.
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on July 18, 2021, 12:03:42 pm
Quote
When I have a passion, I work nonstop on it. Every bit of of time I have goes into it. Sometimes on free days, I work on it until the early hours into the next day before realizing just how long its been. I had this same passion with other projects.

I know that feeling! I write as a hobby off and on and this happens to me, too. When I have an idea or a concept I can immerse myself into it for days at a time. Now that I'm married and with children, however, I don't have nearly as much time to do this. Alas!

Quote
I have 3 dedicated artists for character creation, 2 artists for environmental construction, 1 animator, 1 dedicated reverse engineer, and myself.

Impressive! You all should start a studio and after this project do a full-on new IP. It's clear you -- and your team -- have the talent to do so, and it could put some money back in your pocket.

Animation is a bit more complicated as custom animations in FFXII is still very sparse. It requires a bunch of deconstruction and rebuilding via Zodiac Engine, in short not a simple or very clean process of handling animations.

I've done some modding for Skyrim and follow closely a few large-scale mods for Skyrim (Lordbound, Beyond Skyrim, Skywind) and I've seen their struggles (aka adventures) in creating new animals, rigging skeletons, and all that comes with the territory. It's never fun but a very vital part of the process!

Quote
Since the improvements with game have allowed more freedom in terms of what can be done, I felt confident in rebuilding Chrono Vendian from the ground up, without retaining parts of FFXII for leverage. As before we had parts of the scenario (from start to the end) involving location and assets from vanilla FFXII, due to constraints, now are removed, allowing us to take advantage of the game's larger resources.

I'm fully confident in you all. Keep up the great work, my friend! I think the only risk to your project is that it's so good you could get a cease and desist from Square Enix. Crossing my fingers!




Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on July 19, 2021, 12:14:59 am
I know that feeling! I write as a hobby off and on and this happens to me, too. When I have an idea or a concept I can immerse myself into it for days at a time. Now that I'm married and with children, however, I don't have nearly as much time to do this. Alas!

Impressive! You all should start a studio and after this project do a full-on new IP. It's clear you -- and your team -- have the talent to do so, and it could put some money back in your pocket.

Truth be told, I've had a scenario for my own IP in the works for quite sometime, brewing beneath the surface; with a game design featuring a blend between action and turn-based. A lot of inspiration in the battle system introduced in the FF7 Remake has inspired me in so many ways when it comes to gameplay in an RPG. I had this spark when constructing elements of gameplay from Chrono Trigger and mixing it with Active Dimension Battle (aka FFXII's original battle system). Since (in that regard) FFXII (also) saw the removal of random battle transitions, the atmosphere beckoned closer to a action-esque style of gameplay (if you were to omit the use of gambits) which is what I did—to provide a new and fresh esthetic to Chrono Vendian; not have it feel entirely like FFXII, since the two games are very different in their original forms.
I've also imagined the style of gameplay I could create if Chrono Vendian used FFX's engine; turned based battle system, or even FF4: The After Years, as that had a similar system to Double and Triple techs, (Called 'Bands' in FF4:TAY). Being able to take what the game is, and reconstructing it into something new and unique. Like creating art from a limited source of material; internally and externally.

Regarding my own IP, I've grown very fond of the blend between classics and action elements, as seen in FF7 Remake. However, I planned to leverage either one battle system that blends turn based with action based, or having two battle modes for both systems—a turn based based gameplay style in which features the classics of turn based RPGs, with traditional random encounters, and the another mode for Action RPG based gameplay, where the player can choose either or to fit their playstyle. It's a world of endless possibilities that fuels my passion and excitement to create something new and unqiue, yet fluid and enjoyable.
 
I mentioned the project being long term, so the lot of us working on Chrono Vendian can merge over to the new IP after completion.

I've done some modding for Skyrim and follow closely a few large-scale mods for Skyrim (Lordbound, Beyond Skyrim, Skywind) and I've seen their struggles (aka adventures) in creating new animals, rigging skeletons, and all that comes with the territory. It's never fun but a very vital part of the process!

Very true. FFXII is a very big game, with many and various binaries, structural assets, multiple sections and entries, making it, more so, a tedious game to tame in terms of modifying the necessary assets to build a game from within it as entirely new.
With the successes and progression of Zodiac Engine does it well handling new assets that are to be used in game.

I'm fully confident in you all. Keep up the great work, my friend! I think the only risk to your project is that it's so good you could get a cease and desist from Square Enix. Crossing my fingers!

Thank you and thank you all.
Currently, players will still have to purchase FFXII on Steam to run Chrono Vendian. Effectively negating any negative instances with Square Enix. Since players would have to purchase one their games to play Chrono Vendian, there isn't a loss of profit for Square Enix, rather an increase or surge in sales, particularly for this IP. The hosting site for CV would stay updated when FFXII is on sale for those who do not already own it.

I also understand the conveniences of an easy 'download 'n play' method, for those who either couldn't afford FFXII full price or preferences. While more convenient, it is also more risky. If possible, before launch, to have the game read only the assets that are needed to run Chrono Vendian (and any other necessary assets needed for the game to properly function, omitting all other asstes, which would help significantly in reducing the assets FFXII installs, versus how much of that the game actually uses during runtime).

This way it could significantly cut down on file size resources, the need to buy and download the (already) 50GB game + the extra GB data from Chrono Vendian and have installing and running Chrono Vendian more streamlined.

I also don't believe I mentioned this before already; Crono will remain as the game's silent protagonist. This includes in gameplay elements such as attacking, using special abilities, text-based scenarios and cutscenes.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on August 12, 2021, 09:28:56 am
Is it official that the Japanese version of Luminaire is named 'Thundaga'; furthermore did it really use the tier system (ra, ga) or did it still use Lightning 2, Fire 2... etc. or was that Woolsey's interpretation?

Thanks in advance
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on August 13, 2021, 02:11:14 pm
I could be wrong here, but I went hunting and found this:

https://www.chronocompendium.com/Term/Translation_Differences.html#Techs

According to this, they did use the Final Fantasy-esque -ra/-ga suffixes to a certain extent. I wanted to double check and found this much more in-depth guide from GameFaqs.

https://gamefaqs.gamespot.com/snes/563538-chrono-trigger/faqs/25464

Here's an excerpt:

Quote
Crono's Single Techs:
English         Japanese               Translation
-------------------------------------------------------------------------------
Cyclone         kaiten giri              Spinning Cut
Slash            kamaitachi             Whirlwind Cut
Lightning       SANDAA                Thunder
Spincut         zenryoku giri          Full-Power Cut
Lightning2     SANDAGA              Thunderga
Life               REIZU                   Raise
Confuse         midare giri            Confuse Cut
Luminaire      SHAININGU           Shining


Marle's Single Techs:
English         Japanese               Translation
-------------------------------------------------------------------------------
Aura            OORA                   (same)
Provoke       chouhatsu             (same)
Ice              AISU                     (same)
Cure            KEARU                  (same)
Haste           HEISUTO              (same)
Ice 2           AISUGA                 Icega
Cure 2         KEARUGA              Curega
Life 2          AREIZU                 Araise


Lucca's Single Techs:
English         Japanese               Translation
-------------------------------------------------------------------------------
Flame Toss      kaenhousha             Flame Thrower
Hypno Wave    saimin onpa            (same)
Fire                 FAIA                       (same)
Napalm           NAPAAMU BOMU       Napalm Bomb
Protect            PUROTEKUTO           (same)
Fire 2              FAIGA                      Firega
Megabomb      MEGATON BOMU       Megaton Bomb
Flare               FUREA                     (same)



Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on August 14, 2021, 10:26:04 pm
I could be wrong here, but I went hunting and found this:

https://www.chronocompendium.com/Term/Translation_Differences.html#Techs

According to this, they did use the Final Fantasy-esque -ra/-ga suffixes to a certain extent. I wanted to double check and found this much more in-depth guide from GameFaqs.

https://gamefaqs.gamespot.com/snes/563538-chrono-trigger/faqs/25464

Here's an excerpt:

Quote
Crono's Single Techs:
English         Japanese               Translation
-------------------------------------------------------------------------------
Cyclone         kaiten giri              Spinning Cut
Slash            kamaitachi             Whirlwind Cut
Lightning       SANDAA                Thunder
Spincut         zenryoku giri          Full-Power Cut
Lightning2     SANDAGA              Thunderga
Life               REIZU                   Raise
Confuse         midare giri            Confuse Cut
Luminaire      SHAININGU           Shining


Marle's Single Techs:
English         Japanese               Translation
-------------------------------------------------------------------------------
Aura            OORA                   (same)
Provoke       chouhatsu             (same)
Ice              AISU                     (same)
Cure            KEARU                  (same)
Haste           HEISUTO              (same)
Ice 2           AISUGA                 Icega
Cure 2         KEARUGA              Curega
Life 2          AREIZU                 Araise


Lucca's Single Techs:
English         Japanese               Translation
-------------------------------------------------------------------------------
Flame Toss      kaenhousha             Flame Thrower
Hypno Wave    saimin onpa            (same)
Fire                 FAIA                       (same)
Napalm           NAPAAMU BOMU       Napalm Bomb
Protect            PUROTEKUTO           (same)
Fire 2              FAIGA                      Firega
Megabomb      MEGATON BOMU       Megaton Bomb
Flare               FUREA                     (same)


Ah so it did.
I mention this because there are three magic tier slots here, versus the two elemental tier techs (Lightning/Lightning2). If I omit the second tier magic (-ra suffix) there may be balancing issues. Though with the absence of double techs, it could be a substitute. Lightning, Lightning2, and Lightning3.

Or:

Thunder -> Thundara -> Thundaga -> Luminaire.

Ice -> Icera -> Icega.

The -ra suffix added to 'Ice' may not feel to well, being too literal in this case.
An extra magic will be learned after speaking with Spekkio.
Or:
Third extra elemental tier magic learned after defeating Spekkio, over receiving Megalixir
Maybe start a poll to decided what Spekkio's reward shall be down
Or leave it as no effect Spekkio fight.
So there'll be a third magic elemental tier:

•Lightning 3
•Ice 3
•Fire 3
•Water 3
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on August 15, 2021, 12:20:29 am
Eh, I think it will be fine however you make the spell system. I don't think the English-speaking demographic is used to the -ra/-ga suffix in Chrono Trigger, but I don't think they will care at all if you go that route.

Whatever you do will be great!
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on August 15, 2021, 10:56:42 am
After some further thought, Will be using the original English iteration along with the Woolsey translation.
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on August 15, 2021, 11:47:36 pm
The Woosley translation lives on!
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on August 16, 2021, 01:36:26 am
The Woosley translation lives on!

Indeed. Now for a quicks important announcement. The 'Chrono Vendian' is slowly revealing its true nature:

The Materium Crystarium (character growth system) is now Dream Rift. The growth system has a new appearance, has its bugs ruled out, Ayla has her single techs and there are more player-enhancing nodes.

Added Ayla's Iron Fist.
Since its not possible to auto-change Ayla's weapon equipment based her level, the Iron First will become available after the second Prehistory visit. The Bronze Fist will be available later as conditions are fulfilled. The Iron Fist inflicts Confuse status, and the Bronze Fist as its similar abilities.

Frozen Flame Etymology
Fragments of the Frozen Flame are now simply referred to as 'Fragments' (not Materium) and Spekkio grants the party magic at the End of Time.
The concept of fragments, magic and the Frozen Flame remain the same.

Overview
Generally, things are progressing smoothly as they come. I hope to present a preview (first look) once Guardia Forest and the surrounding locations are complete, up to 600 A.D. Truce Canyon. There are a lot of cutscenes.

So far everything is inline, with the only absence being true double and triple techs, something Limits are here to make up for the inability.

The most consuming task so far are new animations. While it's okay to use the default, I seek to take things further and breath new life into the animation for the cast, especially since it has  diverse of characters who move and function differently.

Slower? Very much.
Worth it? Absolutely.
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on August 16, 2021, 04:03:46 pm
Quote
The Materium Crystarium (character growth system) is now Dream Rift. The growth system has a new appearance, has its bugs ruled out, Ayla has her single techs and there are more player-enhancing nodes.

As much as I enjoyed the Materium Crystium's name (it's fun to say out loud - I had to do it a few times when you first announced it), I actually think Dream Rift is a better fit. The Chrono series likes to play with dreams, whether they be actual dreams (ie Enhasa), the planet's dream (discussed in both Trigger and especially in Cross), group names (ie Radical Dreamers), or the goals that one sets in life (see just about every character in Trigger/Cross, ranging from Schala to Cyrus to Orlha). Great idea!

Quote
Overview
Generally, things are progressing smoothly as they come. I hope to present a preview (first look) once Guardia Forest and the surrounding locations are complete, up to 600 A.D. Truce Canyon. There are a lot of cutscenes.

Man, the scope of this project really has changed/grown, hasn't it? I remember when it was all going to be limited to a single era (the Vendian period) and was just going to be a what-if scenario after the party beats Magus. Now it's a fully fledged sequel with the whole crew returning, and recreations of multiple Chrono Trigger locations. I can't wait!

This made me wonder... FFXII didn't have an overworld. Are there plans to have one at all in this game, or will the large zones just be connected like in FFXII?
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on August 17, 2021, 01:35:37 am

As much as I enjoyed the Materium Crystium's name (it's fun to say out loud - I had to do it a few times when you first announced it), I actually think Dream Rift is a better fit. The Chrono series likes to play with dreams, whether they be actual dreams (ie Enhasa), the planet's dream (discussed in both Trigger and especially in Cross), group names (ie Radical Dreamers), or the goals that one sets in life (see just about every character in Trigger/Cross, ranging from Schala to Cyrus to Orlha). Great idea!

That is precisely it as well. Its more fitting, Its interpretations beckons to the heart of player characters, those influences and dreams give the strength to fight and defeat Lavos. And new presentation suits it better.  No more orange-grid like boards!
The exciting part of the Dream Rift is the inclusion of more diverse nodes for character growth. It's a big game, but even bigger for the side content, which CTR of course will have.

Man, the scope of this project really has changed/grown, hasn't it? I remember when it was all going to be limited to a single era (the Vendian period) and was just going to be a what-if scenario after the party beats Magus. Now it's a fully fledged sequel with the whole crew returning, and recreations of multiple Chrono Trigger locations. I can't wait!

Yes, definitely. Before it was very narrow and restricted, and I feared a lot of assets where not going to be to make a presentation because of that factor. Now with the lifted restriction and freedom across the game's wider assets, a lot is more possible.
When it comes to logic, FFXII's virtual machine scripts are quite cumbersome. But like most things, it becomes much more tolerable and easier with dedication. To my surprise, and what I typically do is clear the field scripts of a map's zone and compose a brand new logic that is specific to the Chrono and handles all the events and functions, mapjumps and enemy spawns.

An quick example:

Code: [Select]
// File size: 43232 Bytes
// Author:    t-hirose/teamzodiac
// Source:    naf_a01.src
// Date:      00/00 00:00
// Binary:    C:\ctr\sdk\logi\naf_a01.ebp_unc\section_000.bin

option authorName = "t-hirose/teamzodiac";
option fileName = "naf_a01.src";
option dataFile = "naf_a01.src.data";
option spawnOrder = {-1, 2, 1, -1, -1, -1, -1, -1};
option positionFlags = 0;
option unknownFlags1 = 65535;
option unknownScale = {100, 0, 0};
option unknownPosition2d = {0, 0};

//======================================================================
//                Global and scratchpad variable imports               
//======================================================================
import global   short   シナリオフラグ = 0x0;
import global   u_char  g_com_e3_flag = 0xa02;
import global   u_char  g_btl_ナルビナレモラ = 0xa41;
import global   float   mp_map_set_angle = 0x900;
import global   char    mp_last_weather = 0x940;
import global   u_char  EV_ナルビナ上層マップ進行 = 0x221;
import global   u_char  global_var_6 = 0x9dd;
import scratch1 short   scratch1_var_11 = 0x0;
import scratch1 u_char  scratch1_var_12 = 0xc4;
import global   u_short g_menu_telepo_dest[31] = 0xbf2;
import global   u_char  g_btlnmパック = 0xa43;

script setup(0)
{

function init()
{
fadeout(2);
fadesync();
g_btlnmパック= 2;
return;
}


function battle()
{
btlAtelSetupActorStart();
btlAtelSetEntryStruct(0x3000024);
return;
}
}

script クロノエントリー(6)
{
    function init()
    {
        return;
    }

    function Main(1)
    {
wait(100);
//SetGameScenarioFlag
シナリオフラグ = 6110; set story flag (safest point in the game)
moviestandby(48); // preload a movie fmv with id48
        maskopenfast(0); // set mask movieplay
        moviestandbysync(); // asynchronous
        movieplay(48); // execute movieplay id48
        fadein(fadesystemtime()); // fade movie
        movieplaysync(); asynchronous movieplay
        movieend(); terminate movieplay
addgill(400); //StarterGelt money game starts at
//addstoryflagespers
additem(49170, 1); old board tile node precautions
        additem(49171, 1); old board tile node precautions
        additem(49173, 1); old board tile node precautions
        additem(49175, 1); old board tile node precautions
        additem(49177, 1); old board tile node precautions
//addgambits
btlAtelGetAllTgtChips();
//jumptogamemapstart
mapjump(0x21b, 1, 0); move to next location
return;
}
}

This is a common script used at the start of the game, in between events before mapjump and end game sequences. It helps a lot to keep things organized, readable and fluid in the project.

This made me wonder... FFXII didn't have an overworld. Are there plans to have one at all in this game, or will the large zones just be connected like in FFXII?

There will be overworlds. Just like CT, there'll be no encounters on those overworlds and the BGM is retained. Since FFXII TZA allows up to three music tracks in one zone, overworld themes such as Peaceful Days and Memories of Green can be packed into one and played! The original version and the reorchestrated version can be chosen by the player at will anytime.

Here's brief layout of how Chrono is shaping within FFXII's world structure:

Code: [Select]
Name: 1000 A.D. | World Map // Hub 1 - Guardia Territory | FFXII Map: Dreadnought Leviathan/Brig No. 1 | EBP: rsn_y01.ebp / rsn5201 | BGM: 74
Zones:
•Guardia Forest/Forest Trail
•Leene Square
--------------------------------------------------------------------------------------------------------------------------------------------------------
Name: Guardia Forest (1000 A.D.) // FFXII Map :: The Feywood/Walk of Rifts | EBP: mfr_a01.ebp / mfr0101 | BGM: 89
Zones:
•Guardia Castle (1000 A.D.)
•World Map (Hub 1)

Foes:
•Mu - Roundillo
•Tartarus & Cerberus - Scarab
•Crypt Bunny - Roundillo Rider
•Deadly Nightshade - Green Imp
•Holy Elemental - Avian Chaos
•Golem - Blue Eaglet
--------------------------------------------------------------------------------------------------------------------------------------------------------
Name: Lenne Square // FFXII Map: Port Balfonheim/Sea Breeze Lane | EBP: var_a01.ebp / var0101 mapjump(0x337, 1, 0); | BGM: 99
Zones:
•World Map (Hub 2)
•Tent of Horrors
--------------------------------------------------------------------------------------------------------------------------------------------------------
Name: Truce Canyon // FFXII Map :: Zertinan Caverns/Invitation to Heresy | EBP: ztc_a01.ebp / ztc0101 | BGM: 49 - Ambience
Zones:
•World Map (Hub 1)
•World Map (Hub 2)

Foes:
•Slime - Roundillo
•Speartongue - Fiendillo
--------------------------------------------------------------------------------------------------------------------------------------------------------
Name: 600 A.D. | World Map // Hub 2 - Guardia Territory | FFXII Map: Banks of the Sogoht | EBP: glf_a01.ebp / glf0101 | BGM: 58
Zones:
•Guardia Forest (600 A.D.)
•Manolia Cathedral
•Zenan Bridge
--------------------------------------------------------------------------------------------------------------------------------------------------------
Name: Guardia Forest (600 A.D.) // FFXII Map: Feywood/Walk of Stolen Truths | EBP: mfr_a02.ebp / mfr0102 | BGM: 89
Zones:
•Guardia Castle (600 A.D.)
•World Map (Hub 2)

Foes:
•Mu - Roundillo
•Tartarus & Cerberus - Scarab
•Crypt Bunny - Roundillo Rider
•Deadly Nightshade - Green Imp
•Holy Elemental - Avian Chaos
•Golem - Blue Eaglet
•Mirrorknight - Amanita
--------------------------------------------------------------------------------------------------------------------------------------------------------
Name: Guardia Castle (600 A.D.) // FFXII Map: Royal Palace of Rabanastre/Cellars | EBP: rrp_a02.ebp / rrp0102 | BGM: 19 (TRIGGER)
Zones:
•Guardia Forest (600 A.D.)
--------------------------------------------------------------------------------------------------------------------------------------------------------
Name: Manolia Cathedral // FFXII Map: Socehn Cave Palace/Mirror of the Soul | EBP: rui_a02.ebp / rui0106 | BGM: 92
Zones:
•World Map (Hub 2)

Foes:
•Imp - Naga-Ette
•Zombie Knight - Mad Bat
•Striker - Viper
•Gorgimera - Underling (Blue)
•Focalor - Diablo
--------------------------------------------------------------------------------------------------------------------------------------------------------
Name: Manolia Cathedral (BOSS) // FFXII Map: Socehn Cave Palace/Hall of Shadowlight | EBP: rui_c01.ebp / rui0103
mapjumps:
•Guardia Castle (600 A.D.) ev_t (Event) | ev_movie

Foes:
•BOSS - Ahriman (GilSnapper_plcholder) - Yakra
--------------------------------------------------------------------------------------------------------------------------------------------------------
Return-Route World Hub 1 (1000 A.D.)
--------------------------------------------------------------------------------------------------------------------------------------------------------
Name: Guardia Castle (1000 A.D.) // FFXII Map: Royal Palace of Rabanastre/Cellars | EBP: rrp_a02.ebp / rrp0102 | BGM: 19 (TRIGGER)
PlayMovie:
•Court Guardia Castle Trial | ev_movie
mapjumps:
•Prison Tower
--------------------------------------------------------------------------------------------------------------------------------------------------------
Name: Guardia Prison Towers // FFXII Map: Draklor Laboratory/68th Floor | EBP: dor_e01.ebp / dor0103 | BGM: Ambience

Foes:
•Imperial Hoplite - Decedent
•Imperial Swordsman - Guard
•Imperial Pilot - Omnicrone
•BOSS - Judge - Dragon Tank
PlayMovie:
•Guardia Castle (1000 A.D.) | ev_movie
•Guardia Forest (1000 A.D.) | ev_movie
•Bangor Dome (2300 A.D.) | ev_movie
--------------------------------------------------------------------------------------------------------------------------------------------------------
Name: 2300 A.D. | World Map // Hub 3 - Badlands | FFXII Map: Banks of the Sogoht | EBP: glf_a01.ebp / glf0101 | BGM: 58
Zones:
•Trann Dome
•Site 16

Correct FFXII has no overworld. There is a lot of mapjumping from place to place based on factors such as complexity and structs. So to translate, there are separate maps reserved specifically for the World map in each individual area. They pose as hubs for those areas, as the player zones from one location to the next. The above breaks this down into a more readable format.
Yes, there will be actual CT enemies here too, not old FFXII enemies.

Like before, in these maps, I typically clear the default scripts and create a new script in its place where I can keep track of events and bits that occur as the game goes on. Ensuring previous event bits don't overlap current ones, or repeat whenever the hub is revisited at a later date.

Poor Robo, however, he is the only one restricted to the 'guest' slot, which means his abilities are limited, but I'm finding ways to keep his single techs intact as much as possible. Lately I've really been pushing FFXII's engine to its limits. My plans for custom animations, magic etc. are examples of those limits pushed. One of the bigger changes is the use of custom materials for assets, when original, it was restricted to using the same assets as before. Where there would be characters or locations using lots of textures, more than the default amount in FFXII's original maps, so when there's a need for more than the game knows of, it must be expanded to accept those extras assets, like expanding the SNES rom.

The pace of the project's true identity is very slow, because the game is long, I prefer it go at the slower pace, to ensure it flows as fluid as its original.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on August 25, 2021, 07:42:24 pm
Major reveal updates coming very soon.
One being Robo now a fully playable member now, making all seven characters fully playable.

Every single character has their techs! A milestone due to past limitations with the techs. It was tedious and time consuming as much as the next, but when I say it was worth it I mean it.

This is the same with other gameplay aspects such as equipment.

Everything is going according to plan and is operating very smoothly. The characters are moulding out perfectly, the transitions between maps are solid. This is a very sturdy progression I am pleased to see.  8)
Title: Re: Chrono Vendian Updates & Progress
Post by: Boo the Gentleman Caller on September 06, 2021, 06:02:07 pm
AWESOME! Can't wait to see/hear more!
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on September 09, 2021, 12:58:30 am
I have a Crono and Marle reveal coming by the end of the week, stay tuned.
There are about 34 total playable characters and NPCs; next in line are, Lucca, Queen Zeal and Schala. There are two versions, a CG version and an in-game model (game ready asset); incase anyone knows the quality of FF7R, should be quite familiar in terms of Level of Detail. Crono and Marle have been baking for the past three weeks, they are near ready.

Now for some, not-so-pleasant news.

In regards to the project's progress, namely, the engine's side it has now hit a rock in the road.
Members on the programming side leave to go on with other projects. A burn out of interest and usually occurs after so long.
Currently there are only two members on the team, one artist, and myself; atlas one of my best artist, I am grateful. The project's elements have been weighing very heavily me since I find myself not only working on fields much than logic scripts.

Call it an almost existential crisis approaching, but maybe its just the fear of progression reveal not being up to par with the audience whom sees it.

To try and alleviate some of the pressure, I've seek new team member for the code engine side of assets, however, since the project uses a very heavily modified FFXII engine, I could not simple add any programmer to the team, but a reverse engineer, and the difference bares in terms of the amount of incentive to scams.
Typically, there would be a upfront payment and when I'm not finding any other potential members, it's something that must be done. But atlas, the moment that happens, the next is when realize it's another scam added to the list.
This is very taxing on project at large since most demand prices from 500 to 1000 upfront to get started, when that much is lost, its hard to recover in situations like this, results lost in the project's budget. An amount that lost could have served better for project's assets elsewhere.

I also don't think I should call it Chrono Vendian any longer, since, its really not that and is something else, However, I don't intend it to end up like Resurrection too early too soon should it gain to much traction.

I'll admit, I'm overworked. However, that same overwork is what keeps me alive, if make sense.

I apologize if this put a damper on the air.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on September 14, 2021, 08:47:15 pm
~Last Update~
Techs are obtained similar to the original.


Due to the 255 TP limit, techs that are more than 255, will have Occlude Nodes just before them to equal the amount of their total cost.
Title: Re: Chrono Vendian Updates & Progress
Post by: dclem on September 15, 2021, 09:20:07 pm
This shouldn't come as a surprise, but the project has hit a dead end.
In other words, it's canceled.