Chrono Compendium

Bend of Time - Inactive Projects => Darkness Beyond Time - Dead Project Discussion => Chrono Trigger + => Topic started by: Kyronea on February 25, 2007, 09:40:31 pm

Title: Crazy Ideas Thread (outdated)
Post by: Kyronea on February 25, 2007, 09:40:31 pm
This is where we can discuss whatever random ideas come into our minds regarding Chrono Trigger +, so we don't clutter up other threads with them and keep this forum organized.

I, for instance, had an interesting idea regarding Magus' Reaper scythe: perhaps instead of always killing an enemy, you have to "charge it up" via BlackHole? That is, use Blackhole on a number of enemies and then use the gathered energy of the enemies to allow the Reaper a one-hit KO? This would allow for the BlackHole tech to actually be useful, since I find I never actually use it.

I was also wondering if we should not replace the Cure 2 tech of Frog and Marle with something else, perhaps moving the Frog Squash and Life 2 techs up one slot and placing in the bottom slot an ultimate Water tech and ultimate Ice tech respectively. Then we could change around double techs, make Antipode 3 this ultimate Ice attack, shift Marle's participation in Dark Eternal to this ultimate ice attack, create a couple new triple techs involving Crono, Magus, and Marle/Frog(Omega Force/Storm, perhaps?) and all manner of things like that.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 27, 2007, 05:01:30 am
1. I like this, then the weapon won't be uber-cheap. Also, when I can edit graphics I will replace Black Hole gfx with FF6's X-Zone gfx (much better).

2. Good idea. (Maybe call it Omega Tempest?)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 27, 2007, 05:14:35 am
1. Oh, goodie.

2. Well, the idea was that it was two different triple techs. While we're at it, perhaps a triple tech involving Crono, Magus, and Lucca? We could use Omega Tempest for that one if you'd like.

As for what to name the two new techs...Deluge and Blizzard, maybe? Just a thought.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 27, 2007, 05:22:01 am
Ok. If we have room, some physical attacks such as Vorpal Wind (Crono, Frog, Magus)... and maybe a few more
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 27, 2007, 05:24:37 am
Aye, so long as we can fit them all in the game. We'll have a couple tech slots open if we replace Cure 2 anyway, since both of the Cure 2s are used in several double techs.

I also think we should rig it so you don't need the rocks for the triple techs that don't involve Crono, if possible. The rocks are too clunky to make it worth using the techs, in my opinion.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 27, 2007, 05:40:29 am
Aye, so long as we can fit them all in the game. We'll have a couple tech slots open if we replace Cure 2 anyway, since both of the Cure 2s are used in several double techs.

I also think we should rig it so you don't need the rocks for the triple techs that don't involve Crono, if possible. The rocks are too clunky to make it worth using the techs, in my opinion.

Oh yeah, I did have this one my "techs to add" list which, unfortunately can't find the disc that it's on at the moment.  :|
Fortunately, I KNOW that disc is somewhere in my room.

I hated the fact that you needed the rocks, if I can really learn to hack into the ROM well, I might make it so you have to learn techs by doing something special (ie. The tech that the Gold Rock gives "", would be learned at the moment Frog catches the Gold Rock instead of getting the rock item. THEN I could use the rocks for other cool accessories. (and CT *desperately* needs more acc. items)

I would like to make: (All of these would be VERY, VERY hard to find)
CherubDown (gives float status, earthquake based attacks nullifed)
EXP Booster - turns gil into EXP (VERY, VERY hard to find place)
Wall Ring   - casts "Wall" (which would reflect spells)
SeraphSong  - Recover 30MP per round
Relic       - ???? (will do *something*, not sure yet)
Offering    - Attack w/ tech "Confuse"
Gem Box       - Attack w/ 2x Techs (doesn't work Triple Techs or 2 duals in a row with the same PC!)
Econimizer  - MP cost for all techs(for that PC) = 2MP
SprintShoes - Haste (always running when moving around areas)


...Now, back on topic. We need to make alot of dual-techs for Magus (if it's possible to even do)
I can think of FireSword2, IceSword2, ... can't think of list...CURSES..


Anyways, I post the acc. list into an items topic later.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 27, 2007, 05:46:08 am
Hmm...many of those new accessories sound familiar...I wonder why...*coughFFVIcough* ;) The SeraphSong accessory sounds a wee bit broken, though, considering one can only have up to 99 MP. Perhaps a recovery of 5 MP instead?

If you want, go ahead and make a new thread for item lists and whatnot, to keep this place organized. We use this thread for most random discussion about various topics and all the other threads are for their specific topic alone. That way we never lose track of anything.

I think for Magus we should avoid duplicating double techs. A Shadow Sword tech--put together with his Dark Bomb--might be good, though.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 27, 2007, 05:52:48 am
Hmm...many of those new accessories sound familiar...I wonder why...*coughFFVIcough* ;) The SeraphSong accessory sounds a wee bit broken, though, considering one can only have up to 99 MP. Perhaps a recovery of 5 MP instead?

If you want, go ahead and make a new thread for item lists and whatnot, to keep this place organized. We use this thread for most random discussion about various topics and all the other threads are for their specific topic alone. That way we never lose track of anything.

I think for Magus we should avoid duplicating double techs. A Shadow Sword tech--put together with his Dark Bomb--might be good, though.

1. How 'bout 7HP (7 being a "holy" number)

2. Yeah, I'll post that when I finish updating a few things. Right now I am kind of multi-multi-tasking, trying to get lists sorted so I can post them; while posting at the same time.  :)

3. Yeah! Like Umber Sword.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 27, 2007, 05:59:31 am
1. 7 works for me.

2. Righto, then.

3. Something like that, at least. Perhaps Magus could have a dual tech with Frog involving Leap Slash and...say...Dark Mist? Something like Crono's (Magic)Sword techs, rather than being like Spire, though what I do not know. While we're at it, Confuse and Water Two needs to be turned into a tech...Swordstream 2, maybe.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 27, 2007, 06:05:21 am
3. Something like that, at least. Perhaps Magus could have a dual tech with Frog involving Leap Slash and...say...Dark Mist? Something like Crono's (Magic)Sword techs, rather than being like Spire, though what I do not know. While we're at it, Confuse and Water Two needs to be turned into a tech...Swordstream 2, maybe.

Definitely. I completely forgot about that. The graphics (when I get that far) could be awesome. Like a mini-Tsunami graphic following the trails of the sword when Crono attacks with the tech. I may also use this for the Swallow sword (which now is Tsunami sword like the Japanese version)

Also, the graphics of the Rainbow sword/trails will EVENTUALLY be using Mother Brain's rainbow anims. :D
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 27, 2007, 06:17:36 am

The Forest Ruins where the Sealed Pyramid is loacted, is now an actual forest (not just two screens)

So, I was thinking of adding the same enemy set as the Cursed Woods (tadpoles and such) for the first visit to Medina.
However, after the fall of Zeal and if you go to the Pyramid (and can open it) the forest will
be full of Zeal Mages that got thrown into the 1000 AD era (besides Melchior)... maybe they are trying to get into
the Sealed Pyramid for some reason... (just another mini-side quest idea) This one shouldn't really affect the storyline too much, seeing as many citizens of Zeal were scattered into many eras. We could have some enemies scattered aswell.

We could also have a party discussion about the pyramid (myth or something) if you go there the first time.




Also, reviving Crono should be necessary to cause Deitus's existance. (even though he 'always' existed in a "dreamless form". Though he *could* have taken Marle's form(during the Leene/Yakra quest), he felt Crono was far stronger.)


I like the idea that Marle should be too hysterical to use after the Zeal disaster, this would be very easy to implement with events.
I may also make it so Frog has to be in your party for Magus to even appear at the North Cape. (Or just force him to be temporary leader while Crono is "absent") Frog could say something about Magus being nearby so he should lead (or have the party "vote" him leader because he has the Masamune and must be ready for Magus (since they now know that he's in that era)


On a simular note, the Valley of the Giants areas should REQUIRE Ayla to be in your party (which as also easy to implement). Maybe this could be because she is the only one who can read the "reptilian hyroglyphs" (cave drawings), I think it would be cool to have some kind of ancient dino writing that only Ayla can read.




The mod will eventually have a "like counter", depending on the decisions you make and how you treat the characters depends on if Lucca or Marle will hug Crono on Death Peak. If you get Marle to, then there will be an extended version of the Moonlight Parade where they dance together or something. (There will be the "best of best" endings)

...which brings me to: The Moonlight Parade
All the side areas will be open for you to be able to explore during this ending. (Telepod exhibit still ends the game.... also the "goodbye scene" should be extended with more dialouge), Gato exhibit has Gato broken down -- Lucca will comment on this -- could be amusing. Dance exhibit will be a prehistoric party. Blackjack area will be another party (lot's of people celebrating and such). Nortein Bekkler will be living it up. :) (and maybe have some special minigame you can play with him during this ending)



Another thing: When you start a new game, there is going to be a save point in Crono's room (it vanishes after you name Lucca). If you start a BRAND NEW game and then save here, then start a new game+ off of the brand new game, you will be in New Game* mode which has ALL newgame+ features (but you ofcourse you have no equipment or even experience yet -- so the game is harder) and since you are technically in new game+ mode (even though you started a new game) ...ALL of the areas that upgrade monsters will start at the highest upgrade :) (So it's like a secret ULTRA hard mode) Clever, eh?



Decisions affect the outcome:
Later on when I get around to coding the auction house (won't be for a long time - since story expand is the current high priorty) I will make the Porre Elder (who has the Sun Stone) SELL the Sun Stone in the Porre Auction house(didn't they have the most money of all the towns? I figured greedy "Porre" would be a perfect place for this) for 1,000,000 Gil IF you screwed up and sold the Jerky for 10,000 Gil. (You still get it from free from his house if you gave the Jerky away)

If Lucca saves Crono from the Guardia Prison, she will have a Zonker38 equipped. (randomly puts enemies to sleep), if not then she never had time to develop this gun so that "time stream" (the one where she makes it and saves Crono) doesn't exist. (So evilly enough, you can only get this weapon if you wait in the jail.) AND OF COURSE having the Zonker38 will be a pre-requisit item for Lucca to be able to make one of her even better guns later (one of the 3 guns that are better than the WonderShot)

...In summery, you may need to go through several New Game Pluses to obtain all of the higher weapons :)

(as for Eternity sword, the way to obtain it will probably be for Crono to beat level ** Lavos ALONE) THEN you deserve the awesome sword) in other words, you get it in the Programmer's Ending.


An alternate ending I would like to create would be defeating Lavos in the Ocean Palace (normally gives Programmer's Ending awell) The major problem with this is the destruction of Zeal not happening and such.... I may just make Lavos unbeatable for this battle. UNLESS, defeating Lavos causes Zeal to fall apart (because the Zealians changed their Elemental power to Lavos power) this would be a very interesting possibility if it can be done! So Zeal would just fall into the ocean and the Ocean Palace would start to crumble, but that leaves Magus still alive for Frog to deafeat? Magic would still be ruined in this process, and the gates sending everyone to different times could happen as a temporal anomaly created by the crumbling Ocean Palace. (So the Zeal disaster still happens but slightly different) This one is a *maybe* but I would like to see if it's possible.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 27, 2007, 06:33:26 am
I'm just a wee bit hesitant about the mages in the forest, if only because it seems to me they might go sneaking around screwing with life in the present if they came with Melchior. Perhaps instead they can be a security measure of the pyramid? A minor bit of discussion about the pyramid is fine with me, though.

For the Frog leading, we can easily work that into the dialogue that occurs in the Elder's Hut right after the Ocean Palace incident.

Requiring Ayla is also a great idea, and the other sidequests usually require one character or another anyway, so it makes sense.

I lean mildly against the idea of a like counter, if only because Marle and Crono hooking up is canon as opposed to, say, Crono and Lucca hooking up. But it could still be implimented, certainly. It would just need a bit of tweaking. The dance bit I do like, though, along with everything else about the Moonlight Parade.

Crono's revival should definitely be required for Deitus to exist.

A secret difficulty mode? Eh, that might be overcomplicating things, but I suppose we could still try it out.

Sun Stone sellable idea also works for me.

As for the Zonker-38, I personally think Lucca should have it regardless, because she's seen coming in to rescue Crono if he busts out, which to me says she had it ready to knock out the guards anyway, because otherwise she might be putting herself in a lot of danger if she busts in without the weapon. Plus it's unfair to the players who like to bust out.

The only issue with getting the Eternity sword in the programmer's ending I can see is that you don't ever save after experiencing an ending, unless you intend to have it available in all new games/new game+'s after that ending, which should be easier to code than, say, allowing you to save after the ending is done.

The alternate ending for beating Lavos at Zeal is definitely one to work on in one fashion or another, though what it contains...I honestly don't know.

While we're on the subject of endings, there should be another super-hard-to-get ending(in that it has a very limited window, much like the Slideshow ending) that has us in it as a little credit sequence for Chrono Trigger+. Or perhaps just a secret room somewhere in the game, like in the Black Omen or something, that has said credit sequence. (I was thinking something like the Programmer's ending in that it would feature NPCs named after us that talk a wee bit to the player.) Or maybe not...I don't know. That's up to you if you want to do that.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 27, 2007, 06:57:13 am
I'm just a wee bit hesitant about the mages in the forest, if only because it seems to me they might go sneaking around screwing with life in the present if they came with Melchior. Perhaps instead they can be a security measure of the pyramid? A minor bit of discussion about the pyramid is fine with me, though.
Ok, if I have enough room for locations, I will make the sealed pyramid into a dungeon & put mages inside. The battles outside can just be some random level 50 monsters or something when you go back later.

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For the Frog leading, we can easily work that into the dialogue that occurs in the Elder's Hut right after the Ocean Palace incident.

Requiring Ayla is also a great idea, and the other sidequests usually require one character or another anyway, so it makes sense.

(In a very megalomaniacal voice) Excellent....everything is proceeding as planned.  :twisted:

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I lean mildly against the idea of a like counter, if only because Marle and Crono hooking up is canon as opposed to, say, Crono and Lucca hooking up. But it could still be implimented, certainly. It would just need a bit of tweaking. The dance bit I do like, though, along with everything else about the Moonlight Parade.

Ok, let me clarify. The dance wouldn't happen between Crono & Lucca (maybe some "friendly" discussion instead). However, Lucca will hug Crono on D.P. if Marle isn't there (I saved stated once and tried all the combos), but Marle will ALWAYS hug Crono if both Lucca and Marle are there. So maybe, if you treated Marle REALLY poorly, she won't be *as* close to Crono in the ending.... we could make the text show her thoughts and they could be along the lines of starting to like Crono instead of REALLY liking him.  Just a thought.

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Crono's revival should definitely be required for Deitus to exist.

Ok. Also, knowledge of Deitus will not be known to anyone else in on on this project.  :wink: We'll only mention the name for now,(keeps anyone viewing this on their toes) seeing as the Cleft of Dimension stuff is completely new so it's low priority for now.

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A secret difficulty mode? Eh, that might be overcomplicating things, but I suppose we could still try it out.

Works in theory, all that has to be done is adding a hidded save point in Crono's room (bottom right, slightly above the stairs where the wall is "overlapping" the floor.)

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Sun Stone sellable idea also works for me.
Excellent.

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As for the Zonker-38, I personally think Lucca should have it regardless, because she's seen coming in to rescue Crono if he busts out, which to me says she had it ready to knock out the guards anyway, because otherwise she might be putting herself in a lot of danger if she busts in without the weapon. Plus it's unfair to the players who like to bust out.

Good point, because I do like to bust out. I just needed an outside opinion on it.

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The only issue with getting the Eternity sword in the programmer's ending I can see is that you don't ever save after experiencing an ending, unless you intend to have it available in all new games/new game+'s after that ending, which should be easier to code than, say, allowing you to save after the ending is done.

Damn. I forgot about this. I'll put some more thought into this. There may be a way to work around this. Hopefully, I can figure out a way to only give it to that save. The Eternity Sword should be the hardest to obtain. ...maybe I'll hide it somewhere really unsuspecting.

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The alternate ending for beating Lavos at Zeal is definitely one to work on in one fashion or another, though what it contains...I honestly don't know.

Yeah, this was something I randomly thought about one day and in my mind just tried to think of ways to get around the plot holes.

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While we're on the subject of endings, there should be another super-hard-to-get ending(in that it has a very limited window, much like the Slideshow ending) that has us in it as a little credit sequence for Chrono Trigger+. Or perhaps just a secret room somewhere in the game, like in the Black Omen or something, that has said credit sequence. (I was thinking something like the Programmer's ending in that it would feature NPCs named after us that talk a wee bit to the player.) Or maybe not...I don't know. That's up to you if you want to do that.

As for ChronoTrigger+ credits, they will be added in with the Title Screen credits and all ending credits.  :D
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 27, 2007, 07:05:44 am
Okay, the Lucca and Crono bit seems fine, then, so long as we include something that suggests that Marle and Crono will hook up in the end. Perhaps their conversation can be one of those "just friends" discussions that occasionally happen with relationships.

Mums the word on what Deitus is.

The only reason I wanted interactive PCs for the Chrono Trigger+ credits is that I thought it would be neat to have an NPC named Kyronea somewhere in there, more for my own personal little bit of glee than anything else. But it makes more sense to add the credits for Chrono Trigger+ to the normal title screen and ending credits instead.

I'm still thinking on the defeat Lavos at Ocean Palace ending...I think that whatever we decide, Zeal should be allowed to remain in existance rather than fall. The Sun Stone was sealed up in the Sun Palace, after all, and could potentially be used as a back-up source should the energy powering the spells keeping the islands afloat disappear with Lavos' death. Perhaps it could deal with them coping with having to return Zeal to the planet below since the Sun Stone would only last for a little while longer...maybe flash into the present with a radically different Truce for Crono to wake up in...celebrate the thirteenth Millenial Fair or something...I'm stewing on it, so I'll let you know if I come up with anything substantial.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 27, 2007, 07:14:45 am
Okay, the Lucca and Crono bit seems fine, then, so long as we include something that suggests that Marle and Crono will hook up in the end. Perhaps their conversation can be one of those "just friends" discussions that occasionally happen with relationships.
Yeah, because I don't intend to get Crono and Lucca together, they always seemed like really good childhood friends to me. Sorry if I threw you off earlier. I sometimes forget to explain "minor" details. :)

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Mums the word on what Deitus is.
:twisted:

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The only reason I wanted interactive PCs for the Chrono Trigger+ credits is that I thought it would be neat to have an NPC named Kyronea somewhere in there, more for my own personal little bit of glee than anything else. But it makes more sense to add the credits for Chrono Trigger+ to the normal title screen and ending credits instead.

Oh yeah, we can do that too. :D
Zakyrus will probably be the "Magic Synth" shop in the Cleft of Dimensions. (if you want an NPC "Kyronea" to be a character somewhere in the actual game itself aswell, let me know what you have in mind. I was originally going to make "Daedalus" into Zakyrus instead, but I figured I didn't want to be THAT involved.

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I'm still thinking on the defeat Lavos at Ocean Palace ending...I think that whatever we decide, Zeal should be allowed to remain in existance rather than fall. The Sun Stone was sealed up in the Sun Palace, after all, and could potentially be used as a back-up source should the energy powering the spells keeping the islands afloat disappear with Lavos' death. Perhaps it could deal with them coping with having to return Zeal to the planet below since the Sun Stone would only last for a little while longer...maybe flash into the present with a radically different Truce for Crono to wake up in...celebrate the thirteenth Millenial Fair or something...I'm stewing on it, so I'll let you know if I come up with anything substantial.

That could be possible, then Magus would really have "found" Schala. Could be very interesting if worked with.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 27, 2007, 07:21:37 am
Well, by NPC named Kyronea, I really meant it as a secret interactable one that talks about Chrono Trigger + rather than a character in the game, as I wouldn't want a character in the game named after me, since that would dumb.

...well...actually if we were going to insert a secret room with NPCs of us talking about Chrono Trigger+, the Cleft of Dimensions would make more sense. Perhaps a secret room in the Village That Time Forgot somewhere, kinda like all the crazy rooms in that village in Final Fantasy V.(Or was it IV? I don't remember.)

Yes, it could involve Schala, certainly. Of course we can go wild with it since it's not canon, like all of the other endings, so there's no need to consider Chrono Cross.

Speaking of Cross...perhaps we should try to work a few references to events in Cross in the main "real" ending. You know, like how the anime cutscenes showed Lucca finding Kid? Perhaps an epilogue sequence after the credits are done or something. It might not work well, though. I don't know.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 27, 2007, 07:31:24 am
Well, by NPC named Kyronea, I really meant it as a secret interactable one that talks about Chrono Trigger + rather than a character in the game, as I wouldn't want a character in the game named after me, since that would dumb.

...well...actually if we were going to insert a secret room with NPCs of us talking about Chrono Trigger+, the Cleft of Dimensions would make more sense. Perhaps a secret room in the Village That Time Forgot somewhere, kinda like all the crazy rooms in that village in Final Fantasy V.(Or was it IV? I don't remember.)

Yeah, FF5 inspired me.
When released, there will be no knowledge of "Village That Time Forgot", it will probably be somewhat hidden... (hehe, I want this mod to be chock-full of secrets that will be untold of in the release)
(we can talk about it here though)
...most people will assume the Cleft of Dimensions will just be a high-leveling spot with really good items. Not knowing there are secret quests and bosses.



Yes, it could involve Schala, certainly. Of course we can go wild with it since it's not canon, like all of the other endings, so there's no need to consider Chrono Cross.

Speaking of Cross...perhaps we should try to work a few references to events in Cross in the main "real" ending. You know, like how the anime cutscenes showed Lucca finding Kid? Perhaps an epilogue sequence after the credits are done or something. It might not work well, though. I don't know.
[/quote]

Yeah, definitely. An extended ending would be prime indeed.

Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 27, 2007, 07:34:54 am
Well, alright then, that's settled.

Now if you'll excuse me I'm ridiculously tired because I stayed up far too late and need some sleep. I'll be working on more of the extended storyline dialogue when I awaken, and anything else that might've come to mind, such as ideas about the new ending we're creating.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 27, 2007, 07:43:09 am
Well, alright then, that's settled.

Now if you'll excuse me I'm ridiculously tired because I stayed up far too late and need some sleep. I'll be working on more of the extended storyline dialogue when I awaken, and anything else that might've come to mind, such as ideas about the new ending we're creating.

Righty-o, I'm going to stay up and work on stuff. (slept all day) May Doreen visit and inspire you.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 27, 2007, 11:58:13 am
Music

Battle Music Changes:   
------------------------
Gauntlet Battles:      Battle 2 (previously unused)
Zenan Bridge                 "
Denadoro Guantlet      "
Magus Lair Guantlets            "
Ocean Palace Lift         "

(harder battles like fighting Trihorns in the Valley of the Giants will use Battle 2 also)

Area Music:
------------
Truce Canyon
Plays Underground Sewer (seeing as this will be a larger area, it needs music)

Manoria Cathedral
Plays Confusing Melody, after Yakra uses Silent Light

Denadoro Mts
Plays Silent Light instead of Underground Sewer

Death Peak
Plays Singing Mountain (sounds great for the mood in the game, and gives excuse to use it somewhere)

There are a few more music tweaks but I can't remember what they are. (very small changes)


Intstrument changes:
The Day the World Revivied - changed Vibraphone to Choir (sounds AWESOME)
World Revolution - changed trumpet to Choir (also, sounds very cool)

Title: Re: Crazy Ideas Thread
Post by: Glennleo on February 27, 2007, 08:43:18 pm
Holy cow am I in the dark! I really need to catch up on things! Sheesh! I'll sort through this thread and put my opinions on things. I'll only add new answer/questions to things I don;t agree on or I think should be tweaked a little. No reason to make a long thread, of just going.

1. Sounds good!

2. Great!

3. You get the picture!

Anyways, look forward to Glennleo's awesome ideas. One of which being Frog's(or possibly human Glenn's) new final tech.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 28, 2007, 01:04:07 am
If possible, we should compose a new music track to use in places like Truce Canyon. No offense to Mitsuda-san, but I really don't like Underground Sewer, so we should consider alterations and/or new tracks in place of where we might use it. (Except for the Sewer Access of course, as that's where it is meant to be used and should be used.)

If we're going to use Singing Mountain on Death Peak, let's see if we can't alter it to sound a wee bit sadder, as I think in its current version it's too cheerful for Death Peak.

We might want to consider using Battle 2 in the Tyrano Lair as well, as I believe that's where it was originally meant to be used. While we're at it, use it in the Giant's Claw as well, since having the Tyrano Lair music going on through the entire Claw gets very boring, very fast, especially since we'll be expanding it.(again, no offense to Uematsu-san.)
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 28, 2007, 01:13:33 am
If possible, we should compose a new music track to use in places like Truce Canyon. No offense to Mitsuda-san, but I really don't like Underground Sewer, so we should consider alterations and/or new tracks in place of where we might use it. (Except for the Sewer Access of course, as that's where it is meant to be used and should be used.)

If we're going to use Singing Mountain on Death Peak, let's see if we can't alter it to sound a wee bit sadder, as I think in its current version it's too cheerful for Death Peak.

We might want to consider using Battle 2 in the Tyrano Lair as well, as I believe that's where it was originally meant to be used. While we're at it, use it in the Giant's Claw as well, since having the Tyrano Lair music going on through the entire Claw gets very boring, very fast, especially since we'll be expanding it.(again, no offense to Uematsu-san.)

1. Wow. I'm not the only one who disliked this. I was only going to use it because of the water sounds. We can replace it with something (maybe from RD or FF6 - since they are compatable with CT). I also want to use a remix for the battle 1 theme, if it's going to be used alot early I want it to sound better.

2. That operation is already underway, I just have to find the best combination of instruments. I will experiment with until I get it perfect.

3. As for the Tyrano Lair battles, yeah that music will definately be changed. It does get very repetitive. (Maybe have only the outside battles use the Tyrano Lair Music and all inside battles use battle 2? This way it's mixed so you don't get sick of both, and Tyrano Lair is quite large of an area.




Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 28, 2007, 01:16:34 am
For the Tyrano Lair, that should work quite well.

Oh, if possible, I want to see if we can, in a later version, import Victory: Spring's Gift and Victory: Summer's Cry and use them as victory themes in the game like they were used in Chrono Cross. I also want to see if we can import Dreamwatch of Time and use it somewhere, because it is super fantastic.
Title: Re: Crazy Ideas Thread
Post by: Glennleo on February 28, 2007, 01:18:40 am
Just curious where you guys are from. It seems like when I'm heading to bed you guys are just getting started.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 28, 2007, 01:21:23 am
Oh, I slept all day thanks to having stayed up far later than I should have the night before. I'm in Colorado meself.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 28, 2007, 01:22:42 am
All I'll say is it's 11:20 p.m.  where I am at (Minnesota) and I'll be on for 4 more hours.
Title: Re: Crazy Ideas Thread
Post by: Glennleo on February 28, 2007, 01:33:38 am
Well I didn't mean exactly where you live. I just meant time zone. See I'm EST, Zak is CST, and Kyr is MT? w/e mountain time is. That explains why I'm asleep and you guys are chatting is all.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 28, 2007, 01:35:59 am
Ah. I also usually stay up very late (5 am) but tomorrow I have to work at 11 am.  :x
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 28, 2007, 02:05:49 am
12,000 BC - Golems Cave
Where the mountain in 12,000BC which will become Guardia's mountain? I'm talking about the mountain behind Guardia Castle.

Frozen Catacombs (Golem Cave Upper Floor)
Smoldering Caverns (Golem Cave Lower Floor)

Defeat Golem Lord (REAL "Golem Boss" battle, 28,000 HP) and Dalton at the same time! (maybe) many Golems are hostile and will attack the PCs
Also have some Golems that are neutral (the lava cave *would* make smity for great weapons, maybe have some kind of cinematic where Melchior learned from some Master Smith -- I KNOW, A FLASHBACK that Melchior has when you first show him the Masamune and he says:

MELCHIOR: Th..this sword...it's the{line break}
.{delay 01}.{delay 01}.{delay 01}Masamune!{line break}
How did you get it?{null}

MELCHIOR: ...{page break}
It's a...long story.{null}

<Shows a breif scene of Melchior remembering learning from the Master Smith>
(I'll probably use the name "Ignis" (latin for Fire) for the Smith -- if this idea doesn't contradict anything it would work well.)

Melchior had to learn atleast *some* of his dreamstone secrets from someone.

(If this passes the contradict test, and is usable I'll add it to the Extended Storyline Events (http://www.chronocompendium.com/Forums/index.php?topic=3942.0)
thread.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 28, 2007, 02:16:40 am
Perhaps it can be a former Guru that he learns his secrets from when he was not a Guru himself.

As for where it is on the map...there's an area in the northwest part of the map where there's a couple little spots of white, like the tips of underwater mountains...that's where Guardia Castle is in 1000 A.D, according to the maps:
http://www.chronocompendium.com/images/wiki/0/02/Present.png
http://www.chronocompendium.com/images/wiki/0/00/Dark_Ages_%28After_Zeal%29.png

So a wee bit above those spots of white is where this new Golem cave should be.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 28, 2007, 02:21:04 am
Yeah, if you look on the 12K BC map, there was a mountain in that spot that was never used. What I would do is make it so after a certain amount of time (or events) take place, the water would recede slightly and this mountain would be enter-able

As for Melchior, that works but in that case I'd like to have a flashback of him forging the Ruby Knife and the birth of Masa Mune? (maybe a small conversation in this flashback aswell? (As for his master, there IS a sprite of Melchior wearing black)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 28, 2007, 02:25:05 am
That should work. The waters would begin to recede after only a few days anyway, rather than remaining for months and years.

I like the idea of a flashback of him forging the Ruby Knife and the birth of Masa and Mune, perhaps instead of that smithing flashback, if only because it makes more sense and I worry a bit about creating flashbacks to stuff that mention Zeal anyway, since the idea is to avoid spoiling who Melchior is until you meet him on Mount Woe. Sure, most everyone who plays this will know who he is anyway, but it should be done to preserve the way the story is presented. (But if we can do a flashback involving the master teaching Melchior without mentioning Zeal in it, that should work.)(

That reminds me, I need to remove that reference to Melchior from Masa and Mune in Zeal Palace when I get to that point...

Oh, if we have space, can we see if we can give the Cathedral a couple small rooms to the left and right of the main chapel, just to make it look more like a real Cathedral would? Say a small library for one room, and the other to be, say, the nuns living quarters.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 28, 2007, 02:32:15 am
Perfect. Though, I still have to figure some kind of story with the Golems.

As for the Cathedral, yeah, that should be possible. Most of the new areas (yeah there ARE alot) but I am using 40x40 maps for those, so I can squeeze in as many locations as possible. I removed to Lavos Attack Modes like I mentioned before, and I will be able to combine all the Sun Keeps into one location to preserve space. This will free up 9 Lavos attack mode locations --the one's that flash on the screen for one second before fighting each Lavos Mode took up an entire location  :x

This will also free up 5 of the Sun Keeps, because I can use "previous location" checking to determind what events will load and what timeline the ext (which will now be object coded) takes you.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 28, 2007, 02:36:09 am
Okay, good.

We won't have a problem with all the extra text, will we? It should be easy enough to expand the ROM to encompass the extra text, I would think.

Also, if we're going to access Denadoro in 1000 A.D., we're going to need to alter the Fiona's Forest version of the world map a bit:
http://www.chronocompendium.com/images/wiki/b/bd/Present_%28Forest%29.png

Note how the forest just ever so slightly obscurs where the entrance would be. Might be a little difficult to get there. I'll go ahead and test it out real quick in ZSNES, though, to see if it's actually a problem or not.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 28, 2007, 02:41:38 am
Okay, nevermind. (Damn Black Omen taking me too long to get out of...) The Forest isn't in the way like I thought it was, so no problem for Denadoro.

Speaking of that, have you had any ideas for the Crono backstory bit there?

Oh, and speaking of Crono, I'm also wondering if we can't alter the textual limit for names to be six characters, so we can rename Crono Chrono, because that looks nicer.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 28, 2007, 02:43:32 am
As for text, we will see how much we can fit it. (Gieger plans to update TF to use 8 meg ROM sometime in the distant future -- when ZSNES and SNES9X get off their butt and add 8meg capabilty)

Shouldn't pose a problem to for the Denadoro. I may have the part of Zenan Bridge destroyed by an earthquake and the Ferry to Porre "unaivalable" at the beginning. If we have enough space for Fiona's Forest, I'd like to change it so you have to go through it to get to the Denadoro.

6 lines of for PCs names could be hard to code, but should be possible later on (when I start working with hex)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 28, 2007, 02:53:20 am
Okay, I really hope we don't run into textual problems. The last thing I'd want to do is have to go through everything all over again and cut it down like Ted Woolsey had to do for the original translation, since half the point to Chrono Trigger + is the enhancements and all that.

Rather than destroy Zenan Bridge and have the ferry unavailable, perhaps we should just have an NPC or two blocking the way to Denadoro, kind of like how Fossil Valley in Home World is blocked by Porrean soldiers in the beginning. That way we don't have that problem. If we do it through Fiona's Forest, though, then we might not need to do that either, since if we do it that way, we can remove an overworld entrance to Denadoro in 1000 A.D. and make it so you go through the forest instead. If we can't, then the NPCs ought to work, I think.

Don't stress too much about the six characters for PC names until we've got all the important stuff done. That would mostly be a nice little extra feature rather than anything important.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 28, 2007, 02:58:48 am
1. We really shouldn't. 2 Megs is ALOT of space (especially for TEXT though there are new maps and such). Geiger has stated that most of that extra space is for expanded strings of text.

2. Remove Denadoro entrance? Can be done easily, no problems there. ...or put something blocking the entrance (within the location) simular to what Guardia did to Guardia Forest Dead End (they blocked it with wood or something).

3. Yeah, I have thought of this before. The only part I am really concerned with is resizing the menu/battle windows so the new names would fit.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 28, 2007, 03:05:39 am
1. Okay, good. I'll not worry, then.

2. Righto. But, as I said, if we can't do it so it's only accessible through the forest, then we'll place NPCs in the way of the entrance instead, which will move after the Black Omen rises.

Speaking of the Black Omen...we're going to need to be careful and make sure the Sunken Desert can't be accessed until after the Black Omen rises as well. In New Game+s I've been able to do the forest side quest before even going to the Ocean Palace. We need the extra trigger so the cutscene where they talk about the Black Omen and stuff that hasn't happened at that point doesn't mess anything up story wise.

3. Aye, there is that. Because of that we'll probably end up leaving all of the monsters named the way they are. I know I won't have a problem with that.

Speaking of names, do we want to change Nadia to Marldia, like it is in the Japanese version? We won't have to add the dia to Marle's name in the actual menu/battle screens the way they did, but I figure we might want to change that back, if only for fixing translation differences and errors.

While we're at it...do we want to call the Mystics Demons instead, as well? I'd hope we could avoid that, if only because I don't like the cultural implications of the word demon being used as a species name(as it implies they're all evil, which they're most certainly not.)
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 28, 2007, 03:22:20 am
2. Righto. But, as I said, if we can't do it so it's only accessible through the forest, then we'll place NPCs in the way of the entrance instead, which will move after the Black Omen rises.

This shouldn't be a problem either, seeing as I can just change the exit events to exit part of fiona's forest into Denador o Mts. the locations in Denadoro will be the same -- just a memory value that knows you're in 1000AD is set. The mem value will cause different events as well as different monsters to load in different positions.... ah, I love coding stuff. :)

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Speaking of the Black Omen...we're going to need to be careful and make sure the Sunken Desert can't be accessed until after the Black Omen rises as well. In New Game+s I've been able to do the forest side quest before even going to the Ocean Palace. We need the extra trigger so the cutscene where they talk about the Black Omen and stuff that hasn't happened at that point doesn't mess anything up story wise.

Glad you noticed this, this will be fixed. I checked the code an this quest was enabled early if you told the girl (will be named "Flora") to plant the seed while in Zeal Palace(rather than it happening in the Last Village Commons which was do-able after the Black Omen rises). Normally enabling this quest early would not pose a problem however, now because of the extended Fiona's Forest scene this dungeon can now only be entered if the Black Omen rises (reguardless when you told her to plant the seed)

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3. Aye, there is that. Because of that we'll probably end up leaving all of the monsters named the way they are. I know I won't have a problem with that.

Yeah, I did change a few monster names, like Proto 2 became Prototype 2 and Vamp Bat became Vampire Bat...(they fit so why not?) I'll upload the enemies name list later.

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Speaking of names, do we want to change Nadia to Marldia, like it is in the Japanese version? We won't have to add the dia to Marle's name in the actual menu/battle screens the way they did, but I figure we might want to change that back, if only for fixing translation differences and errors.

I will probably just leave PC names the same seeing as everyone who plays the American ROM is so used to things being the way they are.

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While we're at it...do we want to call the Mystics Demons instead, as well? I'd hope we could avoid that, if only because I don't like the cultural implications of the word demon being used as a species name(as it implies they're all evil, which they're most certainly not.)

Mystics will remain Mystics ("Demon" always did make them sound evil -- which they are not) Also, an important thing I forgot. *slaps self* "Magus's Army" will now be known as "the Maougun" like in the Japanese version (Magus will still be Magus). Maougun sounds really cool, almost as if it strikes fear into the heart of the enemy.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 28, 2007, 03:36:29 am
Well, if monster names can be changed to fit, it's fine with me. I never really cared about that either way, though. It was the character names that were more of a concern. And understood. I'll make sure everything stays the same name-wise, except for the renamed Magus' Army to Maougun, which does sound neat.

We will have to change a couple things for the map of Denadoro in 1000 A.D., though that should only be in the last room, where the sidequest/backstory stuff involving Crono can occur. I still have no idea what that'll be about, though.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 28, 2007, 03:43:34 am
We will have to change a couple things for the map of Denadoro in 1000 A.D., though that should only be in the last room, where the sidequest/backstory stuff involving Crono can occur. I still have no idea what that'll be about, though.

Definately. Will be hard to conjure up, but surely not impossible!
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 28, 2007, 03:50:05 am
I've been thinking about whether Lavos should communicate with the PCs in the final battle. I think that you should be able to take all seven PCs with you in there, and that between each battle you choose your specific party. This way we can set up scenes with all of the PCs. I figure Lavos can talk in the manner of an elder scolding a child, and that the talk eventually leads to stuff about fighting for survival. Perhaps Lavos can also swear revenge of sorts at the end of the final battle, as a hint towards Chrono Cross. I've got a basic framework of how the scenes might go in my mind but I need time to nail them down, and I want to get through the rest of the storyline stuff first, but does this sound like a good tack to take?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 28, 2007, 03:52:40 am
I've been thinking about whether Lavos should communicate with the PCs in the final battle. I think that you should be able to take all seven PCs with you in there, and that between each battle you choose your specific party. This way we can set up scenes with all of the PCs. I figure Lavos can talk in the manner of an elder scolding a child, and that the talk eventually leads to stuff about fighting for survival. Perhaps Lavos can also swear revenge of sorts at the end of the final battle, as a hint towards Chrono Cross. I've got a basic framework of how the scenes might go in my mind but I need time to nail them down, and I want to get through the rest of the storyline stuff first, but does this sound like a good tack to take?

I like it. Let me know what you have in mind for this when you come up with more.
....him swearing revenge could be a line of text that appears when the screen goes white (after the final battle) and you can see the last part of Lavos Core Bit fading away.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 28, 2007, 04:03:48 am
I think we should have Toma appear in the Giant's Claw. He disappears after he gives you his sake to pour on his grave, right? And we do find a journal note from him in the Claw. I think we should have him show up there. Maybe his grave can show he died the next day after you spoke to him in 600 A.D., and you can rescue him from the Rust Tyrano. I think that might work out a little bit better, and give Toma a bit more time in the story to show up. What do you think?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on February 28, 2007, 04:12:41 am
I think we should have Toma appear in the Giant's Claw. He disappears after he gives you his sake to pour on his grave, right? And we do find a journal note from him in the Claw. I think we should have him show up there. Maybe his grave can show he died the next day after you spoke to him in 600 A.D., and you can rescue him from the Rust Tyrano. I think that might work out a little bit better, and give Toma a bit more time in the story to show up. What do you think?

Yes, that will work very well. Also, in the Giant's Claw, you have to walk out and go to Guardia. (it doesn't warp you out anymore). Saving Toma can work well. In the bar when he says he'll find the Sun Stone first, he now reacts if you already have it.

I would love to stay and do this all night but I have to work tomarrow.  :x So I must sadly bid farewell for now, I probably won't be on until later this weekend, unfortunately. However, I will continue to add all text and books to the game in the meantime.
~Later
Title: Re: Crazy Ideas Thread
Post by: Kyronea on February 28, 2007, 04:14:57 am
I would like for the warp out to be kept, if only because the Claw is rather long and the number of monster encounters would make a journey back tedious, but perhaps merely warping us to the outside of the Claw next to the Epoch would work.

Alright, I will speak with you again when you return. I'll want to take a look at the other Zealian books you've come up with and edit them, if that's alright, before you enter them into the game, though. In any case, goodnight.

EDITSU: When you return, Zakyrus, we need to remember to fix the glitch involving the second jury member in the trial so talking to the girl and then returning her cat doesn't cause it to randomly switch between guilty and not guilty.
Also, I think the juror sprites should be changed so that a few of them are old women instead.

And also, music wise, we need to mess around a wee bit with Lavos' Theme to make it sound scarier and more dramatic. I know it's rather fear-inspiring and dramatic as it is, but if we can make it even more so--since Lavos in our hack will be much more powerful--we should do so most certainly. Don't forget about placing the full version of Frog's theme in the game if we can.

Maybe compose a "Boss Battle 3" as well, if only because some boss battles are even more epic than the ones that warrented Boss Battle 2, but don't deserve either of the final boss battle tracks played, as nothing deserves that other than Lavos himself. The battles againt Queen Zeal and Quetzelcoatl would be good examples of the kind of epic battles I speak of.

We should also rename Lab 16 and Lab 32 Ruins 16 and Ruins 32 respectively since the lab part never made any sense and that's what they were called in the original. Also rename Geno Dome Genocidome while we're at it.

Would it be possible to shrink the size of the font in the text windows? I ask because I think we should try and fit more text into one window than was previously possible, since the font is too large as it is. A couple sizes down ought to do it, as it should still be easily readable at that size. I just think that considering the size of the text windows, the font size is too limiting.

We might also want to replace the Lightning graphic in the menu with a new Light graphic. Originally I was going to suggest taking the one from the Japanese version, but after taking a look at a Japanese ROM I realized that obviously isn't going to work, so we'll have to make a new one, which shouldn't be too hard, all things considered. We should extract the Light graphic from the Japanese ROM anyway, though, so we can use the same colour backround for our new Light graphic.

I also think we should leave the Melchior flashback till later in the story rather than have it right when the player takes the Masamune to him to be reforged. I say this because I've been thinking a lot about this flashback and unfortunately I don't see any way of doing it without accidentely giving away the fact that Melchior is from Zeal. We can have him tell the party the story after the Black Omen rises, when the party decides to visit him and ask him about the events in Zeal. This can be a side bit as such that is not part of the main story, but merely expands upon events.

Oh, and in any public release betas, we should have NPCs of all of the Chrono Trigger+ gang(or at least you, Zakyrus) run at the party whereever they are in the game(say the new dialogue up to only the End of Time is in the game, for instance, and that's all that was put in, the NPCs would show up there) and blab at them about how it's the end of the demo, that everything else in the game is unchanged, yadda yadda stuff like that, thanking them for playing and all that jazz. It would just be a little tiny event that should be easily programmed. Said NPCs would disappear after we've said what we have to say and the player can continue on if they feel like it.

And I've got yet another idea: the Black Omen always shows itself being destroyed in 12,000 B.C. regardless of era, right? Why not make two new animations, for destruction in 600 A.D. and destruction in 1000 A.D. respectively? Then we can have Lavos show up in both too, as something neat.

Oooh, and maybe even have a little bit in the main ending about that depending on which era you destroyed the Omen in. Maybe even make it so that the Omen is only destroyable once, which would make more sense if it exists out of time...and it's not like the Prism Dresses/Helms will be all that useful with the new armour...AND we have better dungeons to train on...

While we're at it, let's remove the tab charming from the Tubsters and Aliens and place those on tougher monsters elsewhere, such as, say, the Cleft of Dimensions? Something like that, at least.

Oh hey, I know: for Ayla's final quest in the Valley of the Giants, since she doesn't have equipable weapons, maybe she should get a unique piece of armour/helm/an auto-upgrade to her stats like Robo does somehow, as a different bonus.

And for the Denadoro Mountains quest for Crono, it should deal with his father and his ancestry in San Dorino. Maybe find out lots of details about his missing father and whatnot. It'd all be non-canon information since there's nothing else in game about his father, but that's true about everything else we're adding anyway, so let's not worry about that. We'll have to ponder about his father for a bit...I've seen stuff in fanfics that range from him being the Entity(which makes no sense if its the Planet, which is the tack we're taking) to his father being some serial rapist/killer, which disgusted me to be honest. We should also stack the entire mountain in 1000 A.D. with various little cutscenes of Crono remembering stuff, climaxing with a huge scene at the top in the cave. Probably not a boss fight though, because I'm not seeing where that would work as of yet. But, you never know.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 08, 2007, 02:47:09 pm
I would like for the warp out to be kept, if only because the Claw is rather long and the number of monster encounters would make a journey back tedious, but perhaps merely warping us to the outside of the Claw next to the Epoch would work.

I tested this and it only takes a minute to get out.

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Alright, I will speak with you again when you return. I'll want to take a look at the other Zealian books you've come up with and edit them, if that's alright, before you enter them into the game, though. In any case, goodnight.

All I have has been posted into the Zeal Library Books Thread.

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EDITSU: When you return, Zakyrus, we need to remember to fix the glitch involving the second jury member in the trial so talking to the girl and then returning her cat doesn't cause it to randomly switch between guilty and not guilty.
Also, I think the juror sprites should be changed so that a few of them are old women instead.

It's actually not a glitch, if you talk to the girl before you bring her cat back the one juror will say guilty. Anyways, I am
trying to change this one to if Marle bumped into you, or you into her.

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And also, music wise, we need to mess around a wee bit with Lavos' Theme to make it sound scarier and more dramatic. I know it's rather fear-inspiring and dramatic as it is, but if we can make it even more so--since Lavos in our hack will be much more powerful--we should do so most certainly. Don't forget about placing the full version of Frog's theme in the game if we can.

Lavos Music will be way better. As for Frog's, we'll do it if possible.

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Maybe compose a "Boss Battle 3" as well, if only because some boss battles are even more epic than the ones that warrented Boss Battle 2, but don't deserve either of the final boss battle tracks played, as nothing deserves that other than Lavos himself. The battles againt Queen Zeal and Quetzelcoatl would be good examples of the kind of epic battles I speak of.

I don't know about importing music yet -- though I've put alot of though into this: I want to add ALOT of imports into the game. Like "Catastrophe" (meeting Kefka & Gestahl on the Floating Continent in FF6) for fighting Zeal and "Obsession" from Seiken Densetsu 3 for Quetzelcoatl.

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We should also rename Lab 16 and Lab 32 Ruins 16 and Ruins 32 respectively since the lab part never made any sense and that's what they were called in the original. Also rename Geno Dome Genocidome while we're at it.

Hehe. It's "Lab 16 Ruins" and "Lab 32 Ruins", and already "Genocide Dome". (This is one of the things I did from the start) :)

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Would it be possible to shrink the size of the font in the text windows? I ask because I think we should try and fit more text into one window than was previously possible, since the font is too large as it is. A couple sizes down ought to do it, as it should still be easily readable at that size. I just think that considering the size of the text windows, the font size is too limiting.

I have no idea on this. I asked Gieger several times about being able to resize the text windows themselves so I can have up to 10 lines of text (yeah would take up the whole screen but would be great for books and such) as well as 10 decision slots (for custom stores) also textboxes need to be shrinkable to 1 so we can have a textbox show up at the top of the screen when walking into important areas. So when walking upto Azala and the Black Tyrano it would say:
"     Tower of Destiny     " -- 1 lined-textbox at the top of the screen

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We might also want to replace the Lightning graphic in the menu with a new Light graphic. Originally I was going to suggest taking the one from the Japanese version, but after taking a look at a Japanese ROM I realized that obviously isn't going to work, so we'll have to make a new one, which shouldn't be too hard, all things considered. We should extract the Light graphic from the Japanese ROM anyway, though, so we can use the same colour backround for our new Light graphic.

Possibly. I'll have to put some thought into how to do this.

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I also think we should leave the Melchior flashback till later in the story rather than have it right when the player takes the Masamune to him to be reforged. I say this because I've been thinking a lot about this flashback and unfortunately I don't see any way of doing it without accidentely giving away the fact that Melchior is from Zeal. We can have him tell the party the story after the Black Omen rises, when the party decides to visit him and ask him about the events in Zeal. This can be a side bit as such that is not part of the main story, but merely expands upon events.

Works for me.

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Oh, and in any public release betas, we should have NPCs of all of the Chrono Trigger+ gang(or at least you, Zakyrus) run at the party whereever they are in the game(say the new dialogue up to only the End of Time is in the game, for instance, and that's all that was put in, the NPCs would show up there) and blab at them about how it's the end of the demo, that everything else in the game is unchanged, yadda yadda stuff like that, thanking them for playing and all that jazz. It would just be a little tiny event that should be easily programmed. Said NPCs would disappear after we've said what we have to say and the player can continue on if they feel like it.

I was thinking about something alone the lines of this.  :)

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And I've got yet another idea: the Black Omen always shows itself being destroyed in 12,000 B.C. regardless of era, right? Why not make two new animations, for destruction in 600 A.D. and destruction in 1000 A.D. respectively? Then we can have Lavos show up in both too, as something neat.

Oooh, and maybe even have a little bit in the main ending about that depending on which era you destroyed the Omen in. Maybe even make it so that the Omen is only destroyable once, which would make more sense if it exists out of time...and it's not like the Prism Dresses/Helms will be all that useful with the new armour...AND we have better dungeons to train on...
Definately the second one.

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While we're at it, let's remove the tab charming from the Tubsters and Aliens and place those on tougher monsters elsewhere, such as, say, the Cleft of Dimensions? Something like that, at least.

Already done. :D

Quote
Oh hey, I know: for Ayla's final quest in the Valley of the Giants, since she doesn't have equipable weapons, maybe she should get a unique piece of armour/helm/an auto-upgrade to her stats like Robo does somehow, as a different bonus.

I was actually thinking about this for everyone at some point in the game. :)

Quote
And for the Denadoro Mountains quest for Crono, it should deal with his father and his ancestry in San Dorino. Maybe find out lots of details about his missing father and whatnot. It'd all be non-canon information since there's nothing else in game about his father, but that's true about everything else we're adding anyway, so let's not worry about that. We'll have to ponder about his father for a bit...I've seen stuff in fanfics that range from him being the Entity(which makes no sense if its the Planet, which is the tack we're taking) to his father being some serial rapist/killer, which disgusted me to be honest. We should also stack the entire mountain in 1000 A.D. with various little cutscenes of Crono remembering stuff, climaxing with a huge scene at the top in the cave. Probably not a boss fight though, because I'm not seeing where that would work as of yet. But, you never know.

Instead of a Boss waiting at the top, have the boss appear after some huge flashback.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 08, 2007, 04:41:32 pm
Okay, nice to know all of that stuff. Also nice to see you back Zakyrus...I was starting to get a wee bit worried. I've got some stuff I need to do, then I'll start some more work on the storyline dialogue stuff.

One thing though: I don't think we want to import music from other games if we can avoid it, if only because I'd like to keep it to Chrono Trigger music alone. Anything we compose would fit the style of the music, but if we import something else...but, still, that's up to you. I simply feel unsure about it, that's all.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 08, 2007, 04:46:31 pm
How bout radical unused pre-release stuff? there were like 5 unused songs and some of them like the Tyrano Boss music would be perfect.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 08, 2007, 05:07:43 pm
Yes, that is more than fine. I don't know why that didn't occur to me before.

Also, was my idea about mimicking the Proto Dome situation when you lose the Gate Key in 65,000,000 B.C. a good one? That is, not allowing you to switch in the party member back in the End of Time and having the party member in your current party that you didn't take along with Crono and Ayla stay in the Chief's Hut and be switchable with the other member a la Proto Dome?

As for Tarta...eh, I just liked the sound of Tarta better than Tata.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 08, 2007, 05:10:28 pm
Yes, that is more than fine. I don't know why that didn't occur to me before.

Also, was my idea about mimicking the Proto Dome situation when you lose the Gate Key in 65,000,000 B.C. a good one? That is, not allowing you to switch in the party member back in the End of Time and having the party member in your current party that you didn't take along with Crono and Ayla stay in the Chief's Hut and be switchable with the other member a la Proto Dome?

Perfect. Yeah, you should not allowed to switch party members.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 08, 2007, 05:16:31 pm
When will a beta be ready for test play by Chrono Trigger+ staff? I'm almost a little too eager to mess around with the betas and check out our work, plus it gives us all a better indication of the status of the project.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 08, 2007, 05:25:22 pm
I have to rebalance the monsters, items, weapons, etc again  :x

Import the Millennial Fair stuff, Blackjack, SP go up to 50,000 and carry over on New Game+
Finish the Zeal expansion stuff

Import some a few other locations and stuff. Maybe the storyline up to Medina?

Probably 2 weeks?
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 08, 2007, 05:30:39 pm
Two weeks is fine by me. Perhaps by that time I'll finally be finished with the storyline dialogue and can move on to the NPC dialogue.

As for the cut-off point...yeah, Medina sounds good.

Oh, that reminds me: if we're going to have NPCs of ourselves shout at the player when they reach the cut-off point in the demo, we need to come up with them. I'm thinking for mine you can just use Lucca's sprites and maybe give them a different palatte, say Crono's as an example, so we don't confuse the player. Also, you'll probably be Melchior, right? After all, you did say there was one of Melchior in black, so you could use that maybe. What about Glennleo though...that's going to be a tough decision.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 01:51:15 am
Blackbird (escape idea)

Defeat as few of Dalton's minions as possible if you defeat X (X being the lowest amount humanly possible) the more you defeated the less of some kind of reward you'll get later. I am going to use this as a random gem amount modifier later (when you defeat the Kraken and open the treasure chest it's guarding. So if you can defeat only 6, you would get the three gems PLUS 6 more gems of random types. If you defeated 7, you would get 3+5 gems, and so on.)

I do want to add alot of points in the game where if you make a decision it can drastically affect the outcome later (sort of like telling the girl in Zeal to burn the plant screws you over for the Fiona quest).
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 05:30:08 pm
Sounds like a good idea to me, so long as we don't pull a Final Fantasy XII on everyone and refuse to tell them that(or at least have a few hints towards it somewhere in the game. I speak of the requirement for getting the Zodiac Spear in the Necrohol of Nabudis, which no one was ever told how to get, and it involved not opening certain chests or otherwise the Spear wouldn't be there. Not a single hint towards it in the game, and only people who bought the strategy guide/looked it up online would know about it So, we shouldn't do that kind of thing to the player, as it's unfair.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 05:34:19 pm
Yeah I wouldn't do that to the player. Gina could tell Crono to go to the Mayor's Manor first(before the fair), (which will be enhanced) because the Mayor wants to see you or something. There will be new person in the Mayor's manor that does tell you about some of the new things, such as random ores/gems/herbs in areas. Another new person will tell you how "your choices affect your reality" or something like that. Plus I will have it written in the features list upon release.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 05:38:29 pm
Yeah I wouldn't do that to the player. Gina could tell Crono to go to the Mayor's Manor first(before the fair), (which will be enhanced) because the Mayor wants to see you or something. There will be new person in the Mayor's manor that does tell you about some of the new things, such as random ores/gems/herbs in areas. Another new person will tell you how "your choices affect your reality" or something like that. Plus I will have it written in the features list upon release.
Right. We should keep anything Gina says to that effect in her NPC dialogue, as the first thing she says to you if you talk to her after the intro scene. Then she can default to a more normal "have fun at the fair" style dialogue for a wee bit. In any case, so long as we don't hide that kind of thing from the player, I'm all for it. The more we can expand and enrich this game the better.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 05:42:49 pm
The more we can expand and enrich this game the better.

Heh. Enrich will be an understatement after we finish the storyline/npc version.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 05:50:51 pm
When you speak of books in each chapter of the game, what exactly do you mean? Just a book on a random topic pertinant to that part of the game? Like, say, in the first chapter, Crono could come across a history book about the Middle Ages as foreshadowing or something?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 05:54:53 pm
When you speak of books in each chapter of the game, what exactly do you mean? Just a book on a random topic pertinant to that part of the game? Like, say, in the first chapter, Crono could come across a history book about the Middle Ages as foreshadowing or something?

Exactly. For instance a history book about Leene and the Hero who saved her. Then after Yakra, the history book would talk about the group of heros who saved Leene as well the myth of the "mysterious twin". These types of dynamically changing "History Books" -- let's call them that for now, would be placed in every town of the game and would be altered when something significant happens in the previous eras. They don't have to be nearly as detailed as the Zeal Books, just a paragraph.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 05:58:07 pm
Sounds like a great idea to me. So long as we don't accidentely reveal any specific plot details and just keep it to minor forshadowing(which, given that I'm going to be writing it all, shouldn't be too hard) it sounds fantastic.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 06:21:08 pm
You know...I've been wondering if we should consider, after everything else is complete, messing around with the music in the game that we didn't touch and see if we can enhance it, perhaps with a bit of reinstrumintation or something. (Also, I stole the keyboard from the other computer for a little while so I'm going to work on "The Magical Kingdom: Zeal!" now.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 07:30:34 pm
You know...I've been wondering if we should consider, after everything else is complete, messing around with the music in the game that we didn't touch and see if we can enhance it, perhaps with a bit of reinstrumintation or something. (Also, I stole the keyboard from the other computer for a little while so I'm going to work on "The Magical Kingdom: Zeal!" now.

Good to know on the Village of Magic.
I am changing the instruments in many songs to have a remix feel, not every song is changed only certain ones.
Underground Sewer will eventually be completely rewritten to a techno based music.

"Running Water" will become a sound effect instead of music slot. This way, music can be used in conjunction w/ this.
Same with "Dungeon Drip Sound" and "Rain", Blackbird outside and inside tracks, Fanfares. (Then we can use the music pointers for new imported music) -- We can import all the tracks from the pre-release: Lavos (heavier instrumentals), Mystery of the Past (with voices), Keeper's Dome (never added), Manoria Cathedral (heavier choir), not to forget to mention the unused Tyrano Lair music that will be used for Epic Boss battles Azala & Black Tyrano and the Quetzacoatl battle... to name a few.

I won't use anything not from CT or the Pre-releasse however, I would like to add the "Fanatics" theme from FF6 (when climbing Cult of Kefka's Tower) and have that play in Medina Square. I always thought music combined with the imagery of the scene would be awesome.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 07:36:20 pm
Oh, righto then. Probably should keep the amount of remixing and reinstrumenting down.

I'll have to listen to Fantastics again...if it's the music I think it is, it could work, but it would be the only import from something outside of Chrono Trigger and the Prerelease we should consider, except for--maybe--Dreamwatch of Time from Chrono Cross, since it's the same composer. But would that even be possible?

EDIT: Listened to Fantastic again...it works for the situation, most assuredly.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 07:40:16 pm
Oh, righto then. Probably should keep the amount of remixing and reinstrumenting down.

Don't worry, I only have changed about 5 tracks.

Quote
I'll have to listen to Fantastics again...if it's the music I think it is, it could work, but it would be the only import from something outside of Chrono Trigger and the Prerelease we should consider, except for--maybe--Dreamwatch of Time from Chrono Cross, since it's the same composer. But would that even be possible?

1. It's the music playing when you go up the tower with 100 floors with the gem box on top.
2. We could only import it if it's in .spc format.  :x
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 07:42:58 pm
Damn, looks like we're out of luck then unless we can somehow make an SPC version of it...and I know I can't do that, and you probably can't either...so we're stuck. Eh, if we ever decide to do it we can always poke around remix sites and see if any of the remixers could make an SPC version for us. It's not to worry.

And yes, that music works.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 07:50:32 pm
Oh yes. The Truce canyon goes slow (motivation issues), but the monster rebalancing is perfect. I can say without ego, that this is the way it should have been.  :)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 08:00:21 pm
Where exactly in the new Truce Canyon is the Gate? I can't figure out where you exit to the Gate clearing on that map.

Also, why do you mention a Truce Canyon 1000 A.D. in your enemies list? Truce Canyon doesn't exist in 1000 A.D., because that's where Leene Square is.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 08:05:54 pm
Where exactly in the new Truce Canyon is the Gate? I can't figure out where you exit to the Gate clearing on that map.

Also, why do you mention a Truce Canyon 1000 A.D. in your enemies list? Truce Canyon doesn't exist in 1000 A.D., because that's where Leene Square is.

The gate is in the upper right where the ladder goes... the exit is above the rock until I rearrange that part of the map.

As for Truce Canyon 1000, nm. It was an old idea that I was playing around with and forgot to remove it. Though if there's room, I want to add a small path that leads to the small mountain that is to the left of Leene Square.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 08:10:22 pm
That sounds alright, but only if we have room, and maybe more as a peaceful nearby area rather than a monster filled area. From what I can tell, Truce Canyon was only full of monsters and whatnot because Guardia was too occupied with the Mystic War to clear it out. In a more peaceful time lots of crazy monsters wouldn't inhabit the area, or at least I would hope not, as it would be too easy for many to suddenly come down and attack Leene Square if that was the case.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 08:19:18 pm
That works. I do want to have some more peaceful areas, such as Fiona's Forest.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 08:27:34 pm
I think we should make it a picnic/scenic hiking area. Maybe at some point in the game Lucca and/or Marle can have a little flashback to themselves as a kid. Probably Lucca since she has a little kid graphic when Marle and Crono don't.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 08:30:10 pm
I think we should make it a picnic/scenic hiking area. Maybe at some point in the game Lucca and/or Marle can have a little flashback to themselves as a kid. Probably Lucca since she has a little kid graphic when Marle and Crono don't.

Works for me, there could be a hidden path from the M. Fair that leads to this (it would be cut off until a certain point in the game). I could make a small forest and then maybe a cliff sort of like the West Cape. Pretty much the more we can flesh out storyline stuff the better. Yes, flashback sequences are very good, we should have quite a bit of them.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 08:36:21 pm
Okay. I've got ideas aplenty floating in my head for scenes like that so we won't have a problem, though I think we ought to keep them out of the main storyline, much like the sidequests are TECHNICALLY out of the main storyline, but actually still factor in to enrich the experience. In other words, enhancements to the character's backgrounds to make them richer characters without affecting the main story in any way.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 08:41:52 pm
Okay. I've got ideas aplenty floating in my head for scenes like that so we won't have a problem, though I think we ought to keep them out of the main storyline, much like the sidequests are TECHNICALLY out of the main storyline, but actually still factor in to enrich the experience. In other words, enhancements to the character's backgrounds to make them richer characters without affecting the main story in any way.

Cool. I I am open to any ideas to enrich the game.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 08:47:50 pm
When I'm finished with the main storyline, sidequest, and ending dialogue, I'll start laying down some outlines for various flashbacks. A few, such as one involving Robo, will go into the sidequest dialogue and thus will have their outline posted here, but most will go with the NPC dialogue, as I intend on using the NPC dialogue as somewhat of a miscenllanious dialogue list.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 08:55:17 pm
Sounds good. Heh heh. All those kids out there waiting desperately to play this have NO idea how much stuff we are really going to have done to this game.  8)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 09:01:12 pm
No, they don't, but they will. Oho, they will.

In some ways I wish I wasn't working on it so I could see it all and be amazed and in awe of the new dialogue, but in most ways I'm glad I am working on it, because it's super-fun and will make many, many Chrono fans happy.

By the way, I think I've figured out how Lavos will speak to the group. He'll not say anything during the Ocean Palace incident, but when you finally confront him after going through the Black Omen/the bucket/whenever you encounter his shell after that incident, he will act as if humans are foolish creatures who do not understand his power. In essence he will act like an adult scolding children for rebelling against a parent when that kid doesn't understand what is good for him. I do have a somewhat basic framework for his dialogue style. Something like this:

"Why do you wish to fight me? You do not understand my power or my reason for being...I am greater than humanity. You should be happy...within me and my spawn, your DNA will exist forever. Humanity will exist forever. So why do you fight the inevitable?"

That is probably not the best example, but he speaks like that. He never taunts them, not once, nor does he act as if he enjoys killing or anything. He is confused and angry about their actions, though.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 09:09:50 pm
No, they don't, but they will. Oho, they will.

In some ways I wish I wasn't working on it so I could see it all and be amazed and in awe of the new dialogue, but in most ways I'm glad I am working on it, because it's super-fun and will make many, many Chrono fans happy.

I know exactly what you mean.


Quote
By the way, I think I've figured out how Lavos will speak to the group. He'll not say anything during the Ocean Palace incident, but when you finally confront him after going through the Black Omen/the bucket/whenever you encounter his shell after that incident, he will act as if humans are foolish creatures who do not understand his power. In essence he will act like an adult scolding children for rebelling against a parent when that kid doesn't understand what is good for him. I do have a somewhat basic framework for his dialogue style. Something like this:

"Why do you wish to fight me? You do not understand my power or my reason for being...I am greater than humanity. You should be happy...within me and my spawn, your DNA will exist forever. Humanity will exist forever. So why do you fight the inevitable?"

That is probably not the best example, but he speaks like that. He never taunts them, not once, nor does he act as if he enjoys killing or anything. He is confused and angry about their actions, though.

Perfect. How 'bout:
"Why do you wish to fight me? My power and reason for being are far beyond your carnal existance ...I am greater than humanity. You should be happy...within me and my spawn, your DNA shall last forever. Humanity will live in the eternal
splendor that it has yearned for. So why do you fight the inevitable?" Or ..."So why do you desire to challenge the inevitable... why do you wish to destroy your 'god'?"
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 09:14:57 pm
Yes, that works. A bit more formal and it's down perfectly. That wasn't actually a line anywhere anyway. But basically, Lavos is confused, doesn't understand them, and is angry at their ending his existance, hence the vow of revenge that appears during that brief sillouette scene. So, that's the tack I intend to take when I write his dialogue during the final battles.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 09:28:59 pm
Excellent. I always figured Lavos was some kind of deity or damn close to it and wanted to make him one.

Storyline Stuff:

Also, when making the Guru on Mt. Woe... dialouge for Giga Gaia? Also, dialouge for Sun of Sun? (He has got to be super-sentient).

Sidequests:
For Genocide Dome, we need a much longer discussion with Mother Brain.... and a Mother Brain dying(shutting down) scene. We also need to extend the sidequest so that after the machines shut down, you have to leave by walking out now and have to save the remainder of people that were being "processed". There could still be enemies (the rest of the robots come at you in hopes of trying to restore Mother Brain). Maybe an even tougher version of the R-Series comes at you on the way out? I always felt this area was designed very hallow -- even though it was one of the longest sidequests.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 09:33:19 pm
I take Giga Gaia and the Son of Sun to be more like magical creations guarding their respective prizes, though they can have a bit of dialogue warning away any visitors, something like the Guardian shouts out, maybe. At least with the Son of Sun anyway. Perhaps the Giga Gaia can be a bit sentient, enough to have a brief conversation. I hadn't really thought about it.

And we definitely need that for Genocidome. I was thinking about a major Robo flashback that he explains to them just before fighting Atropos, a bit about his life, why he was created, and all that. With the Mother Brain he and the Mother Brain can talk back and forth about what she originally was. Since I firmly believe the Mother Brain was merely a software program used in many other factories around the world and was simply the only one that survived the Day of Lavos, we can extrapolate based on that.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 09:37:16 pm
Also keep in mind for ANY area in the future that has working computers...
We should add computers with data (pretty much the future version of "history books")

Any area in 65,000,000 BC should have Reptile Heiroglyphs as writting in areas (and only Ayla can read them)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 09:43:12 pm
Right, good idea there. The reptite stuff will have to be stone tablets of some sort lying around, so we'll need a new graphic for that. I would was that for the computers...one or two laying around in Trann Dome or Arris Dome that are working will suffice, as after all, three hundred years is a long time to go without maintenance for the computers to work so we can't have all the computers laying everywhere working, now can we?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 09:49:10 pm
Right, good idea there. The reptite stuff will have to be stone tablets of some sort lying around, so we'll need a new graphic for that. I would was that for the computers...one or two laying around in Trann Dome or Arris Dome that are working will suffice, as after all, three hundred years is a long time to go without maintenance for the computers to work so we can't have all the computers laying everywhere working, now can we?

Yeah, I plan on adding a computer that is a trap and Laser Guards appear and attack you. (the trapped computer could be randomly one of a few computers on that screen) :) But most of the computers should be broken or malfunctioning.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 10:00:42 pm
Would that trap be in Genocidome? I don't see a computer trap making much sense anywhere else, personally.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 10:03:31 pm
Would that trap be in Genocidome? I don't see a computer trap making much sense anywhere else, personally.

Yeah.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 10:06:18 pm
Oh, well alright then.

I wonder...where exactly will the Auction House be, and when? Should there be more than one Auction House in different time periods, such as, say, a version in 600 A.D. and a version in 1000 A.D. in the same place? Or will it be confined to one period?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 10:20:37 pm
Oh, well alright then.

I wonder...where exactly will the Auction House be, and when? Should there be more than one Auction House in different time periods, such as, say, a version in 600 A.D. and a version in 1000 A.D. in the same place? Or will it be confined to one period?

It will be in Porre 1000 A.D. (seeing as they are the snooty rich types)
I am also going to add more houses to every town. (they seemed so damn small) 4 people does not make a town. 10+ people is more acceptable.

Plus we can add mini-quests that are not story affected. Like one quest will be to catch a certain type of fish for someone, another could be to bring 30 Greenleaf herbs.

Randomly appearing items:
Herbs:
Greenleaf: Will randomly appear damn near everywhere in the Middle Ages and Millennium eras (uncommon appearance) and ALL over in Pre-Historic areas.
Sagebloom: Will randomly appear in higher leveled Pre-Historic areas.
Darkroot: First you have to read about it in the Zeal book, then it appears ???.


Ores:
Mythril: Randomly appears in some high leveled mountain areas, like the Valley of the Giants  (rare).
Adamantium: Randomly appears in ???, also random OMEGA drop (super rare)
Meteorite: Randomly dropped after fighting OMEGA (unique)


Gems:
Quartz: Appears in any cave area (rare to common depending on level of area)
Garnet: Appears in any cave area (super rare to uncommon depending on level of area)
Diamond: Appears in any high leveled cave area (super rare to rare depending on level of area)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 10:26:42 pm
Ah, okay, that makes sense. Perhaps while we're at it in Porre there should be a small building that houses military near the end of the game as a forshadowing of events. I say near the end of the game because it happened due to an event outside of time, and since we don't know what that event causing Porre to become a military power actually is, it's best to lean on the safe side and place it there after the Black Omen rises.

I wonder if we should not rename the herbs to something more herbal sounding...Sagebloom sounds fine, but the other two sound too bland to my ears...
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 10:35:04 pm
As for the porre base, we may be able to add it. *adds it to the pending list of locations to be made*

Greenleaf now ???
Darkroot  now Nightshade (not changing this)


Fish:
Fishing Rod (obtain from the Master Fisherman)
Fish 1  -
Fish 2
Fish 3

Fish # need a name, nothing too common. Prefereably names made up. (like "Sagebloom" or "Darkroot")

Fishing locations:
-------------------
Truce Canyon
Fish 1

Denadoro Mts
Fish 1
Fish 2 (rare)

Forest Maze/Hunting Range
Fish 1
Fish 2 (uncommon)

Mystic Mts (upper canyon)
Fish 2
Fish 3 (rare)

Valley of the Giants
Fish 2
Fish 3 (uncommon)


If you know of any other places that would be perfect for fishing let me know. (Heckran caves does have water but it's exempt from the list) When you enter the location, the game randomly decides whether or not a fishing spot should appear, then it chooses how many fish, how many of what type(if multiple types and by rarity), and how hard they are to catch. The position of the fishing spot is also randomized if one should appear.

When you find one and press the activate button.
You will begin fishing (in other words press that B button rapidly), the chances of catching a fish are determined to how hard they are to catch vs. how well you pressed the B button.

Fish have no purpose yet (though I probably use them to cook food items -- once I get a GOOD item editor)

Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 10:43:06 pm
Nightsahde is perfect. As for Greenleaf...Jaderoot or something like that?

Fishing...eh...probably somewhere in the Earthbound Village cave we can make a pond full of cave fish. Maybe the West Cape can have fishing...and the North Cape too...perhaps somewhere near Medina/in Medina, like a large pond made for sport fishing...that's about all I can think of.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 10:48:24 pm
Nightsahde is perfect. As for Greenleaf...Jaderoot or something like that?

It would have to be a leaf type herb seeing as I am going to put all over the many outside areas. Jadeleaf? Hmmm.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 10:52:43 pm
I tried seeing if I could find the latin word for leaf and have us use that, but I found nothing. Jadeleaf, while a bit bland seeming, should be fine.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 11:11:11 pm
Ok cool, that's settled. As for the fish names, I have NO clue, but that's immaterial right now anyways.

Fish 1 is now ?fish
Fish 2 is now Snapper
Fish 3 is now ?fish


Should I bother completely finishing the map for Truce Canyon for the demo or should I just throw some events/battles for now and call it good. Then I can concentrate on other tweaks/dialouge more.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 11:17:47 pm
Eh...go ahead and just toss some events and battles in for now and concentrate on other things for the moment. We can flesh it out later, as this is just a test beta anyway.

As for the fish...call fish 1 Perch and fish 3 Trout.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 11:28:30 pm
Alright thanks (needed an outside opinion). ...and Storyline & Enhancement take priority over expanded maps. So I will go back to upgrading the monsters in the Cathedral so I can test them and the new dialouge out. (I just finished Guardia Throneroom for the most part)

Ok then:
Fish 1 Perch
Fish 2 Trout
Fish 3 Snapper (stereotypically sounds the "coolest" so it's naturally now the rarest)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 11:35:20 pm
Hmm...you know, we need to develop a purpose for the ferry's existance. At the moment it seems like it was tossed into the game just to be there rather than have anything to do with anything else...so maybe we could have it as a fishing site or something, or maybe you'll randomly find an item while riding it, or something with purpose, at least...perhaps even a little flashback scene for Marle and/or Lucca.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 11:40:52 pm
Hmm...you know, we need to develop a purpose for the ferry's existance. At the moment it seems like it was tossed into the game just to be there rather than have anything to do with anything else...so maybe we could have it as a fishing site or something, or maybe you'll randomly find an item while riding it, or something with purpose, at least...perhaps even a little flashback scene for Marle and/or Lucca.

Yeah, I hated how the ferry was worthless. I have no clue what would be possble.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 13, 2007, 11:43:36 pm
I think we'd probably have to stick to either a random item(you could be notified when you show up in either ticket office via a dialogue window) or a flashback. Dialogue windows CAN appear on the overworld, right? If so, maybe the first time you take Marle/Lucca on the ferry you can have a dialogue window open up with something random, even just a "..." and then have the screen switch to maybe the Truce ticket office where Marle/Lucca has her memory take place. Something like that, anyway.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 13, 2007, 11:55:38 pm
I think we'd probably have to stick to either a random item(you could be notified when you show up in either ticket office via a dialogue window) or a flashback. Dialogue windows CAN appear on the overworld, right? If so, maybe the first time you take Marle/Lucca on the ferry you can have a dialogue window open up with something random, even just a "..." and then have the screen switch to maybe the Truce ticket office where Marle/Lucca has her memory take place. Something like that, anyway.

Actually text can't show up on the overworld (hopefully someday TF will be able to change this)

Though you could get an item afterwards for now. Random item drops will work this way, after battle a randomizer is generated to see if you get a random item. Then if so, if chooses a random item from a list. Random drops consist of 3 random items; a common, uncommon and rare. Some cases you automatically get an item (besides the one in battle), and some cases there is a ultra rare chance.

When I add random drops to the game it will say " You also obtained 'xx items" after battle. Random drops will eventually be placed on every battle in the game.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 14, 2007, 12:03:20 am
Ah, well then maybe we can toss this randomizer onto the ferry for now and add more to it later so it's actually useful. I figure we use the item bit at least just so it has something to do, because otherwise if we can't figure out a purpose, I'm ready to say take it out completely, at least in terms of seeing it as a ride. Make it so that you're taken directly to the opposing ticket office instead, like they did in Crimson Echoes for the Medina and Choras ferries.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 14, 2007, 12:08:45 am
Make it so that you're taken directly to the opposing ticket office instead, like they did in Crimson Echoes for the Medina and Choras ferries.

I have thought about doing this. Then it would be much easier to add a ferry to those towns.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 14, 2007, 12:11:28 am
Right. Say it adds in about five or six game hours after the Ozzie's Fort sidequest, so what's his face has time to build the ferry, and have the Choras ferry there from the start, only with the boat broken/unable to go there due to bad weather or something, since we don't want to have to deal with the problems of having Choras accessible from the beginning of the game, since much of the NPC dialogue and other bits to it apply only to the part of the game after the Black Omen rises, and...well, it would be confusing, to say the least, not to mention we'd have to do so much more to add to it to overcome this that it just isn't worth it.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 14, 2007, 12:16:09 am
Right. Say it adds in about five or six game hours after the Ozzie's Fort sidequest, so what's his face has time to build the ferry, and have the Choras ferry there from the start, only with the boat broken/unable to go there due to bad weather or something, since we don't want to have to deal with the problems of having Choras accessible from the beginning of the game, since much of the NPC dialogue and other bits to it apply only to the part of the game after the Black Omen rises, and...well, it would be confusing, to say the least, not to mention we'd have to do so much more to add to it to overcome this that it just isn't worth it.

Bad weather for Choras works wonders. Taking along time to build the Medina ferry works.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 14, 2007, 12:23:07 am
Now, the question is, apart from the Frozen Flame book entry in Zeal and the epilogue hints--and the possible barracks in Porre--what other hints can we give towards Chrono Cross? I'd love to add in as many as we can, if at all possible, to try and tie the two games together better.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 14, 2007, 12:25:40 am
Now, the question is, apart from the Frozen Flame book entry in Zeal and the epilogue hints--and the possible barracks in Porre--what other hints can we give towards Chrono Cross? I'd love to add in as many as we can, if at all possible, to try and tie the two games together better.

My mind is completely empty on this one. I haven't played CC for a while now (need to dig up my copy and just blow threw it)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 14, 2007, 12:31:01 am
Yeah, I'm drawing a bit of a blank too. I've played through it several times, but coming up with something other than a brief "Hey, let's check out those new islands we've never seen before!" type of dialogue insertion into an ending or two has proven difficult, hence why I ask you. Perhaps Glennleo will be able to chime in on this.
Title: Re: Crazy Ideas Thread
Post by: ZeaLitY on March 14, 2007, 12:33:12 am
Two comments in Cross suggest that the Viper clan were distinctly immigrants to El Nido from Porre in 920 A.D. Mention of a powerful family with the name might give a good hint.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 14, 2007, 12:40:19 am
Two comments in Cross suggest that the Viper clan were distinctly immigrants to El Nido from Porre in 920 A.D. Mention of a powerful family with the name might give a good hint.
Right, of course! Thanks, Zeality. That should definitely work.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 17, 2007, 05:17:15 am
Battles-
If I can figure out how to SCALE the monsters' stats by levels I will implement that function. Then the enemies &  bosses will always be a challange. If I can pull this off, then ALL of the monsters will upgrade every 5 levels and stop at 90 (unless of course they are 90+ mobs). Heh heh. Think of REBALAMCED monsters upgrading) Even Truce Canyon at level 75 would still be a challange! (This would be the true secret behind the New Game* option I was talking about before....that's why I said "Don't worry about making it super hard" -- also, this is what I mean when I say "upgrading monsters" anywhere in any of my previous posts/lists, it's just a reminder to me to add the ability and to someday add the NewGame* stuff though that will be MUCH later.)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 17, 2007, 05:22:15 am
I...I lean against this idea. At one point I really liked it, but...but it becomes...pointless. It makes the game feel a little pointless, really. It hinders the ability of the player to actually feel as though they are getting stronger, not to mention it hinders realism. In most games where this is employed, even tiny little bugs become a challenge to a party that should be capable of crushing lions, let alone insects! It's unrealistic to see something like, say, a Blue Imp become as powerful as someone who can defeat Lavos.

Okay, maybe I'm exagerating, but I don't like this feature. However...if it's just for New Game * and not for the entire Chrono Trigger + experience, then it's okay.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 17, 2007, 05:25:59 am
Don't worry, it's only for NewGame*. I don't plan on butchering the game....oh wait! We ARE!  :D
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 17, 2007, 05:28:42 am
Okay, good. That worried me there for a moment.

Speaking of New Game *, how exactly do you plan on coding it, anyway? And for that matter, why do we still have limits to the ROM size? Can't we just add what we want since it's not data stored in an actual cartridge? Surely we could increase the size at will because we're operating on a computer.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 17, 2007, 05:37:43 am
Speaking of New Game *, how exactly do you plan on coding it, anyway? And for that matter, why do we still have limits to the ROM size? Can't we just add what we want since it's not data stored in an actual cartridge? Surely we could increase the size at will because we're operating on a computer.

NewGame* coding? All I need is the memory values that the enemy stats are stored. If I can access this through the event editor, I can use some NewGame+ preconditions, and another mem-value that will act as the "switch" to activate the new stats under an if statement.
So the very basics are:
If:(NewGame+ & NewGame*)
then: load (new monster stats)
else: load (normal monster stats)

As for expanding the ROM, unfortunately we have to wait for ZSNES and SNES9X to be able to add 8MEG ROM support it's only 6 right now. (then we could litteraly double the size of the game). The problem is that I emailed ZNES about it and they laughed at me saying 8 MEGS is way too many - no one would need that much. (unless there is a demand for it... they ALSO compete to have the better features than SNES9X) SO, if I get ahold of the SNES9X group (and tell that what ZSNES told me, and tell them what we are working on and the extra space we need) maybe they will add it. (then ofcourse ZSNES will add it after they do). The next problem is we would have to wait for Geiger to expand TF to beable to make ROMs go to 8 MEGS. I know they'll all add it someday.... Hopefully soon.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 17, 2007, 05:43:55 am
Huh...that's odd...but okay. I'm not going to claim an understanding of any of this. Well, no, that's not true...I understood the New Game * explanation perfectly, and I think I understood the 6 and 8 megs bit. Is that actually the size of the ROM itself, or is it a compression ratio of some sort?

Also, while screwing around a bit on the overworld map(s) I noticed something odd, though in retrospect it's not that surprising: the Bangor Dome Gate does not match up with the Guardia Forest Gate. This wouldn't be a problem except that the Proto Dome and Medina Residence Gates match up perfectly. In the case of the Tyrano Lair Ruins and Earthbound Island Gates it's not a problem since it's easily explainable due to continent drift over the millions of years, but in this case...maybe we'd best concoct an explanation? Or is it something we can just ignore? I ask only because I'm tired and otherwise bereft of ideas at the moment so...meh.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 17, 2007, 05:58:26 am
Huh...that's odd...but okay. I'm not going to claim an understanding of any of this. Well, no, that's not true...I understood the New Game * explanation perfectly, and I think I understood the 6 and 8 megs bit. Is that actually the size of the ROM itself, or is it a compression ratio of some sort?

When the creators of the emulators made them, they coded the emulation to perfectly read the file size and format of the exact game. So it would be the size of the ROM. I did expand the ROM to 8 megs with Lunar Magic, but it crashed under every emulator (and CT editor) that I could possibly try. So I am thinking it's also in a different format.

Also, while screwing around a bit on the overworld map(s) I noticed something odd, though in retrospect it's not that surprising: the Bangor Dome Gate does not match up with the Guardia Forest Gate. This wouldn't be a problem except that the Proto Dome and Medina Residence Gates match up perfectly. In the case of the Tyrano Lair Ruins and Earthbound Island Gates it's not a problem since it's easily explainable due to continent drift over the millions of years, but in this case...maybe we'd best concoct an explanation? Or is it something we can just ignore? I ask only because I'm tired and otherwise bereft of ideas at the moment so...meh.
[/quote]

 :shock: Uh... yeah, I have no clue on this. We could just leave it as most everyone it oblivious to it, but hey, if you come with anything feel free to lay ideas down.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 17, 2007, 06:03:37 am
Eh, I'll let myself stew on it a bit. Maybe it'll eventually come to me as something to toss in one of the computer/book/Reptite tablet things we're leaving everywhere.

Also, I think we want to completely redo 1999. This should be easy enough, right, since the Lavos event it shows in the video log is just overlayed on whatever map is there, right? So, I think we want to fill it in and reshape it to be somewhat like the 2300 A.D. map, with an expanded Choras and Southern Zenan continents of course. How exactly it should look, I'm not entirely certain yet...maybe I'll give it a go in Temporal Flux myself and see if I can come up with anything. But basically, the idea will be to model it based on the 2300 A.D. map while adding to it in places where we should add to it, where land once existed but was blasted into nonexistance by Lavos.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 17, 2007, 06:36:21 am
Eh, I'll let myself stew on it a bit. Maybe it'll eventually come to me as something to toss in one of the computer/book/Reptite tablet things we're leaving everywhere.

Also, I think we want to completely redo 1999. This should be easy enough, right, since the Lavos event it shows in the video log is just overlayed on whatever map is there, right? So, I think we want to fill it in and reshape it to be somewhat like the 2300 A.D. map, with an expanded Choras and Southern Zenan continents of course. How exactly it should look, I'm not entirely certain yet...maybe I'll give it a go in Temporal Flux myself and see if I can come up with anything. But basically, the idea will be to model it based on the 2300 A.D. map while adding to it in places where we should add to it, where land once existed but was blasted into nonexistance by Lavos.

That's possible, but going to be a major pain. However, if we can ever get 8MEG expand we could add explorable 1999 areas?
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 17, 2007, 06:38:33 am
Well, we don't HAVE to fill in the entire map. It was more of a speculative idea than anything else. Since it would really mess with the plot if there were explorable 1999 areas, the idea was simply to rearrange what is visable to align more with what we see in 2300 A.D. than anything else. Call it a case of correcting laziness on the part of the original developers, if you will.

How much of a pain will it be though? This is something we can leave to be done much later as it's hardly THAT important.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 17, 2007, 06:44:50 am
Ok, on no 1999 A.D.

As for Overworld mapping? We can put this off for a little while (OW mapping is not the worst but I haven't really messed with it as nearly (realistically 1/500th as much as location mapping) It's not really hard, but you can't really customize it like you can locations.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 17, 2007, 06:48:47 am
Right, of course. It was more of an idea to possibly be implimented later than anything else.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 17, 2007, 06:53:32 am
We may have to limit how many areas(location maps) we can add. I am not worried about new dialouge (plenty of space) but locations is something we can run out of. I am pretty sure that we can add almost all of the new areas we have discussed so far. I have to take a goo look, though. I also may be able to free up a bunch of locations by combining all the Sun Keep's map/script files into one location (which is something Sqaure easily could have done in the first place -- still puzzles me why they didn't) Removing all the Lavos attack modes frees up 9 location files as well as frees 17 monsters that will be made into other bosses(eventually), AND makes it so I can have Lavos level **.

I am certain that without hacking anything, there are about 25 or so location files free. Each location can be made into
a map about the size of Guardia Forest in comparison (only slightly larger -- because they didn't use the full map space when making Guardia Forest.) So, you figure 25 locations that are larger than Guardia Forest(39 after chopping attack modes and merging Sun Keeps) .... and you bet every one of those maps is going to be squeezed to it's last golden drop of sunshine.

If we REALLY have room I would add a town tileset and make all the towns on the world map into huge towns. And I do mean huge... I am talking about Xenogear sized towns. 0_o just kidding... but ATLEAST 1 location map file for each town (which IS pretty big -- figure Guardia Forest and picture that sized area only as a town instead. We could fit many more houses in as well as NPC's and things to do. All kinds of item and accessory shops. Not so much weapon & armour shops. Any shops that have weapons will have only the more generic ones. All the exotic special weapons are placed in hidden areas. -- Even stuff like the Demon Edge or the Bolt Sword will be considered "Exotic" ...of course, I need a shop editor compatable with TF for shops to be able to add new shops...theres that new one someone made, but I have heard nothing but bad about it.)

Anyways, so let me figure....

Truce Village (600 AD 1000 AD) would be one map, though 600 AD version would have less houses. ( I can use the Copytiles commnads to rearrange any map in realtime as I wish :) -- that's how they made stuff like a door opening or a bookcase appear to lower was by using CopyTiles (which is actually copying the frames from other tiles on the map)
It sucks knowing this, in the CT world I am beginning to feel like Neo seeing the Matrix when I play the ROM. However, it's cool, because I can rearange tiles as I wish. :D

Anyways....Truce Village AND

Sandorino Village
Porre (600 AD and 1000 AD would be the same map, with various changes over time)
Choras (same specs as Porre)
Medina Village (would be HUGE with the sqaure involved so I'd have to think about this)

so that would be 5 map files. If I can pull this off and compact the new areas I want to add. Making the towns as an area rather than the world map would be primo and would DEFINITELY help evolve the storyline. (plus we could add alot more NPC quests (random mini-quests that serve no purpose except to do something for an NPC like get 30 herbs or 10 fish for someone... lots of random mini-quests). Let me know what your input of this is.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 17, 2007, 07:01:11 am
Hmm...it seems to me this would completely throw off how the overworld looks...presumeably certain places such as Leene Square, Lucca's house, Arris Dome, ect ect would be separate on the overworld map as they are to begin with...but...

I think...I think we'd have to try it out and see how it works before deciding either way. I like the sound of the idea...but I'm not entirely certain about implimentation. We'd have to look at every facet of it before deciding, so I'd like to have a trial version. Say we take something simple, like Ioka Village, and do it that way. It definitely has its advantages, but it also might change the overall feel of the game...it's not something one can decide on the basis of the idea alone. I know, that means more work for you, but in order for me to decide I'd have to actually see it in action.

But if it does work, it means quite a lot of extra refining capabilities at our fingertips, as you say. It would help immensely...but we shall see.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 17, 2007, 07:13:43 am
...of course, I wouln't be able to do this untill I can import graphics files into the ROM (which is very hard for me to currently -- I can easily import the graphics, IF I know the memory address its compressed to (forgot to memtion that gfx part of the ROM is compressed) AND I have to be able change a palette (which I have yet to learn)

However, I would probably change the overworld graphics maybe just slightly. I would keep the same proportion of the town parameters, I would just fill in all the space in between the houses with more houses, the entrance to the town could be at the edges. I would seriously have to calculate this. But I don't think it would be hard to pull off (once I get the gfx stuff figured out)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 17, 2007, 07:16:42 am
Of course, of course. I do wonder what we'd do about places like Leene Square though. Would there be a small path in the middle of the town entrance one could follow so they don't have to go through the entire town everytime they want to access the Square? And would we still have to press A to enter the towns or would we go into them automatically?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 17, 2007, 07:25:41 am
Of course, of course. I do wonder what we'd do about places like Leene Square though. Would there be a small path in the middle of the town entrance one could follow so they don't have to go through the entire town everytime they want to access the Square? And would we still have to press A to enter the towns or would we go into them automatically?

Think of XenoGears where you could walk past segements of town/cities or enter them. :)
In this case the segements would just be the edges of the town (because that's where you'd come in) but you'll be able to walk between the houses and such on the overworld. I always like the Xenogear city system, probably because it reminds of the CT world maps  :wink:
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 17, 2007, 07:30:57 am
Ah, right, of course.  That would be nice, then.

In any case, it's an idea, and one that should be tested thoroughly. Anything to enhance the game and our ability to add the new stuff we'd like to add is okay in my book, so long as it doesn't disrupt the feel of the game or any canon story elements.

Oh, I hesitate to ask, because it'll bug you...but I'm wondering if it would be alright if I let my little brother play the private test beta you're putting together. His birthday is on the 22nd--the projected finish date for the beta--and since I recently introduced him to Chrono Trigger, I'd like for him to play it. He knows to keep his mouth shut on such stuff and doesn't know about the Compendium anyway, so no worries about him spilling any secrets anywhere. I just thought it would be a neat birthday present for him to play it. I ask you because you're the project head and, of course, you have final say on whom I can show the private beta to.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 17, 2007, 07:40:23 am
That's totally alright.  :)

I'll should have everything done up to the Village of Magic & emailed by then (yeah I'll use email so that by that someone doesn't get ahold of a copy if I use an uploading site -- alteast until public realease then I'll have it everywhere; here, ROMHACKING.net, Zophar, everwhere.)

As for the town stuff, I'm really burning to add it! (but I'll wait until the public beta is released to begin to add that stuff)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 17, 2007, 07:42:12 am
Oh, righto then. Now, if you'll excuse me...I've once again stayed up far too late. I really need to stop doing that...it's not healthy.

Good night.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 17, 2007, 08:33:28 am
See ya. I won't be on until about 11:00pm Central time. So that would about 10 for you?
I will get as much dialouge imported before I have to go to work. 


I also had to do the monster balancing (which is almost perfect)-- though the begining monsters concern me. I want the Green Imps to last atleast 3 turns (or hits) before they die, however they totally own you. So I have to get a few issues with the Blue Imps/Green Imps, and maybe redo the positiong of many enemies.

Also, Truce Canyon is FAR from finished so I am going to leave it out.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 19, 2007, 04:47:23 am
I don't like your retitling of "The Millennial Fair!" It sounds rather odd. Perhaps something closer to the Japanese, say, "The Journey Begins: Millennial Fair!" or something like that? The way you have it now sounds...bizarre. The others are fine, though.

And don't worry about leaving out Truce Canyon. That's fine with me. As for the Green Imps...surely just an HP increase and a slight defense increase is enough? Or does that somehow cause the other stats to increase too?

EDIT: Would it be possible to somehow rename the GolemTwins and GolemBoss to the Golem Sisters and Master Golem respectively? I want to try to preserve this nice little original bit if possible.  For the GolemTwins we could just have the boss monster name of Golem...I don't know about the GolemBoss though...I know Master Golem can't fit, but it sounds so much better than GolemBoss...

EDIT II: Oh, I see, the game already DOES that for the GolemTwins...okay, Golem Sisters it is!

Also, can we PLEASE change the names of a few items, such as "Heal" to "Remedy" or "Panacea?" Some of them are quite idiotic, really.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 21, 2007, 11:22:06 pm
I called it Twin Golems and Golem Lord is that okay?
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 21, 2007, 11:43:02 pm
I like Golem Lord...and since it's only in the dialogue, I would like Golem Sisters unless that can't be done. If it can't be, Twin Golems is fine. I simply felt Golem Sisters was more poetic.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 21, 2007, 11:49:50 pm
I like Golem Lord...and since it's only in the dialogue, I would like Golem Sisters unless that can't be done. If it can't be, Twin Golems is fine. I simply felt Golem Sisters was more poetic.

Golem Sisters works I guess.

(if we can go to 8 MEG ROM then we can double the size of the game, twice as many overworlds and location maps! Think of how huge areas would become & new areas that could be added!) We could use the extra overworlds as dynamic changing worlds like between the Dark Ages and Last Village maps. I would eventually like to add 2 new OWs 1. When Last Village waters go down (after some siqequests are completed) 2. Prehistoric (Snow begins to accumulate in areas)

I think I may add the towns soon if I can figure out how to add a new tileset and hack palettes. Shouldn't take too long to figure out.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 21, 2007, 11:54:52 pm
Right, okay then. I'd love to see adaptable world maps. It would be quite neat and work really well with the whole theme.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 27, 2007, 12:18:06 am
Right, okay then. I'd love to see adaptable world maps. It would be quite neat and work really well with the whole theme.

Yeah, especially if we could make the feild area and paths between Truce Village, Guardia Forest, Zenan Bridge an enterable area with monsters. It would be like the path screens between towns if you played Seiken Densetsu 3. HOWEVER, to make this even cooler, once you have beaten a "path area" you can just walk over it on the world map. -- but still enter it if you wish, like entering the entire town, or just the individual houses.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 27, 2007, 01:08:41 pm
Hmm...that sounds almost like we'd be overdoing it...maybe if we can add in more locations than already available to use in the game later...but I'd say it's something to at least leave for a later addition.

I was wondering...would it be possible to add in a tank with a Magus clone in the Black Omen room if he's joined your party? It'd be nice if we could, and have it removeable if the player decides to kill him instead. This might be tricky to program, though...given that it wasn't there originally like one might have thought it would be, it might not even be doable...but it's worth a try, I think.

And speaking of the Black Omen, are we going to have it disintegrate only once and have it disappear from all eras, with a graphic showing it disinegrating in whatever era the player took it on, or will we leave it as is, repeatable with showing its destruction in 12,000 B.C. only for the canonical purposes? I ask only because the Black Omen seems to exist outside of time and that it might make more sense for it to disappear in all eras after being taken out in any one of them.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 28, 2007, 02:59:29 am
Hmm...that sounds almost like we'd be overdoing it...maybe if we can add in more locations than already available to use in the game later...but I'd say it's something to at least leave for a later addition.

I was only speaking if we had a bunch of extra locations.

Quote
I was wondering...would it be possible to add in a tank with a Magus clone in the Black Omen room if he's joined your party? It'd be nice if we could, and have it removeable if the player decides to kill him instead. This might be tricky to program, though...given that it wasn't there originally like one might have thought it would be, it might not even be doable...but it's worth a try, I think.

Should be possible, I may have to remake the whole room for this though. But as you can see, for me mapping isn't really a problem (aside from the fact that it takes forever)

Quote
And speaking of the Black Omen, are we going to have it disintegrate only once and have it disappear from all eras, with a graphic showing it disinegrating in whatever era the player took it on, or will we leave it as is, repeatable with showing its destruction in 12,000 B.C. only for the canonical purposes? I ask only because the Black Omen seems to exist outside of time and that it might make more sense for it to disappear in all eras after being taken out in any one of them.

The Omen destroyed, will take out all Omens.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 28, 2007, 11:43:13 am
Understood. So will we make an animation for the Omen destruction in 600 and 1000 A.D.?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 28, 2007, 11:46:00 am
Yeah, it shouldn't be too hard. I am pretty sure it can be done relatively easy, I just have to play around with overworld scripts more.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 28, 2007, 11:48:47 am
Okay then.

Also, I've come up with what I want for an epilogue-esque bit after the main ending. Rather than have it be all that long and detailed, I've decided what would make more sense is to simply show Schala falling out of a Gate in the Darkness Beyond Time, wondering where she is, then have the Lavos scream sound clip play as the scene fades back out to showing "The End." What do you think?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 28, 2007, 11:53:40 am
That's a great idea! Since Schala is NEVER going to be able to join your party, we should show that scene. (ah... the sacrifices of Square... Leo, Aerith, Schala....)
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 28, 2007, 11:55:49 am
Also, I am starting to get to the point in coding where I can use memcopy commands (like fading sprites to black/white & other effects)...
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 28, 2007, 11:57:33 am
Neat.

Oh, that reminds me: what's the full range of possible animations for the PCs and most NPCs?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 28, 2007, 12:07:02 pm
I am not sure on all of them yet. But in here in Kajar Labratories (http://www.chronocompendium.com/Forums/index.php?topic=2006.0) there's a forum with the animations to many of the PC's & NPC's
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on March 28, 2007, 12:08:50 pm
Ah crap. I have to work crazy the next few days...  :x
Hopefully I will get Magus's Castle done by Saturday and can give you that.



~I bid thee farewell for now.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on March 28, 2007, 12:11:14 pm
Ah, yes, of course, thank you for the link. In any case, good luck, and hopefully you will be able to get it done. We shall see, at least.

EDIT: You know...it occurs to me...given that in the retranslation it's stated all years are "Kingdom Year ____" and thus apparently based on the founding of Guardia--as is commonly assumed, we might want to replace all B.C. and A.D.'s with B.G. and A.F. respectively. B.G. being Before Guardia, and A.F. After Founding, if only because B.C. and A.D. have no meaning in the Chronoverse and it's a nice little extra detail. A.F. can be reworked, though...I'm not sure it's the best possible reworking of A.D...
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 01, 2007, 04:30:30 am
Any ideas what I should change the music to Magus's Castle to? Or should I leave it at "Confusing Melody"? Also, any ideas what to change the Mt. Woe music to when I get that far?

Edit:
I don't want to use "Silent Light" at all for Magus's Castle, we need something very dark. Maybe we could eventually import something evil for his castle to have?

I did use "Silent Light" for Denadoro Mts because I like it better than "Underground Sewer"

As for Mt. Woe, I am going to make the howling wind part of the music track, but I would like to use some kind of song for that area.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 01, 2007, 04:50:50 am
Hmm...I think for the moment we should leave it at Confusing Melody for Magus' Castle. That's what was made for it and it fits the mood well.

Mount Woe...maybe we can make a different derivation of Singing Mountain for it...I know we're making one for Death Peak, but if we could make one that sounds similiar yet is different in many ways, that might work.

Or we could import a Prerelease track...I've no idea what, though.

The only other option I'm seeing is using Zeal Palace for Mount Woe.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 01, 2007, 05:00:56 am
Confusing Meldody is fine.

How about ... for Mt. Woe?

I want to import the Dungeon Ambience from Radical Dreamers to replace the one in CT (becase RD version is so much better).

Oh, and if RD music import is acceptable (I don't see why not seeing as it's one of the very few things that are CT compatable) I would suggest Forest Ambience (import it as a sound loop rather than music track though!)

By the way? How did you like "Confusing Melody" in the Cathedral in the beta? (It goes to "Silent Light" after you save Leene and reenter the Cathedral)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 01, 2007, 05:04:18 am
I'm fine with importing Radical Dreamers music. In fact, I'm all for it because it definitely gives us access to more than we would have had otherwise. I'd be for Chrono Cross importing as well if we could actually do it, but, as you've stated before, we can't.

As for Confusing Melody...well, personally I'm not too big a fan of the actual theme, but I definitely prefer it, as it enhances the feeling of a perverted purpose to the Cathedral, and as such Silent Light is a good choice for after the Yakra fight.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 01, 2007, 05:09:21 am
Cool.
Yeah, RD had some good music.
I'll try to import it sometime. Especially if we imported the battle theme and made some kind of option to change the default battle theme to the RD one. The song "Facing" would be great for the Lavos Spawn Cave in Death Peak (I am talking about the one that will be filled with lava and stuff)

How about the song "The Day the World Revived" for Mt. Woe? Though my version replaces the instrument Vibraphone with Choir -- so it's a lot more sad. As if foreshadowing Crono's death even more.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 01, 2007, 05:12:42 am
I think that works.

That reminds me...could we use Far Off Promise for the scene with Marle in Guardia Castle rather than The Day the World Revived? The neat redux of the theme is great for scenes like the Day of Lavos, or the bit upstairs right afterwards with Doan and the others, but for Marle's scene...it was out of place somehow...it just didn't sound right. So, instead, we might want to use Far Off Promise, or perhaps have two versions of The Day the World Revived instead, the original and your choir verison.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 01, 2007, 05:18:29 am
Ok, "Far Off Promise" works for Guardia Castle.

Also, I alter the song speed, so for Lavos battle, Death Peak (Singing Mountain), and some other spots I can make the music faster or slower depending on the situation.  :D
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 01, 2007, 05:22:17 am
Good idea...the more we can stretch what we have music wise to enhance the mood of scenes, the better.

Do we know what kind of track we want to play during the dialogue scenes before each Lavos battle inside the shell? We want to avoid having World Revolution play during the first scene because it wouldn't fit the mood at all and have it start up only at the end of the scene--such as, say, in Lavos' last dialogue box before the player chooses their party--but what to play before that?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 01, 2007, 05:27:14 am
A good instance of warping music would be the pre-historic part just before everyone passes out.

Lavos talk scene? Probably I want to see that I'd use the RD theme "Sneaking Around" but change the piano notes to church organ, also speed the song up slighly. Until then, I would use a faster version of Confusing Melody...
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 01, 2007, 05:32:30 am
Okay, that sounds fine to me. We just need to make sure it fits the mood...this is probably one part where we'll be switching songs like crazy till we find the perfect one, but once we do it'll be splendid.

Now, I need my sleep, so if you will excuse me...goodnight.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 04, 2007, 03:26:47 pm
Music to import: (if we can ever expand it)
Viper Mansion from RD (use for Manoria Cathedral) -- that way the only place Confusing Melody is used will be Magus's Castle.

If I can import new sounds these will become sound loops rather than music:
Forest Ambience - from RD
Machinery - from RD
Running Water - from FF6


...more to be added.

Edit:
Also, can we have Alghetty resurface and have the Beast's Nest underwater? That way we could have the tunnels change and have a different path lead to the Zeal dungeon. This would allow us to reuse Alghetty as well as the Beas't Nest. I want to resuse as many maps as possible, especially with the limited amount of location pointers for now.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 04, 2007, 04:52:39 pm
Wow. I can't believe I just made the 65535th post!

(http://img413.imageshack.us/img413/2378/65535rm7.th.gif) (http://img413.imageshack.us/my.php?image=65535rm7.gif)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 04, 2007, 04:55:14 pm
Music to import: (if we can ever expand it)
Viper Mansion from RD (use for Manoria Cathedral) -- that way the only place Confusing Melody is used will be Magus's Castle.

If I can import new sounds these will become sound loops rather than music:
Forest Ambience - from RD
Machinery - from RD
Running Water - from FF6


...more to be added.

Edit:
Also, can we have Alghetty resurface and have the Beast's Nest underwater? That way we could have the tunnels change and have a different path lead to the Zeal dungeon. This would allow us to reuse Alghetty as well as the Beas't Nest. I want to resuse as many maps as possible, especially with the limited amount of location pointers for now.
I was actually going to suggest this too, so it seems we're thinking along the same lines after all.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 04, 2007, 05:05:02 pm
OK. What I'll do later on is make the Beas't next 3 times bigger, and it will have sort of a spiral like this:

*M****X**
* *     B***
******* **
** * **   *
A  **      *
*********

So you'll go enter from Alghetty(A), then go nw, sw, e, nw, n all the way to B which will be open from east to west during the Mt. Woe part. You will keep going all the way to M, where you fight the Mud Imp, Frost, and Flame Beasts. Oh yeah, you'll fight Beasts all the way through the winding areas.

When you come back when this map is submerged. B, will go north to X, which takes you to the Sunken Zeal areas.
When I get that far, you will have increments of 4 minutes to find pockets/rooms of air. Failure to do so will result in death.
Also, there will be underwater battles in the Beast's Nest and Zeal. I know there are Blue Imps riding Octopods but they are currently glitched. If I can fix them, I can make them have Tsunami moves and such. The Kraken will also be down here. I just need to make one more enemy down here so that it doesn't get repetetive. I am not sure what though... Maybe Heckrans with scaled up stats? They love water I know that much.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 04, 2007, 05:14:03 pm
Well, we could also have some sort of greenish purple Octopus type monster...and perhaps another one of those flower type monsters named after some sort of seaweed....and perhaps some turrets or robots of some kind like the Scouters that remained active after the sinking.

Not Heckrans though, unless we introduce a new type and recolour it so it is not the same species as the one encountered in the Heckran cave, because Heckran's are sentient and nothing in the Sunken Zeal dungeon should be sentient.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 04, 2007, 05:22:19 pm
Ok.

Monsters:

Octoblush (with Blue Imps riding) could cast Tsunami and other water moves.

*Octopus* Ink attack(blind), 10-tacle slap

Kraken: Inky Darnkess (group, poison or blind), can remove status effects, can pickup PC and temporary remove them from battle. Should be able to do this to 2 PC's, ha ha!
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 04, 2007, 05:25:46 pm
Oooh...sounds dangerous, there, given how Chrono Trigger's battle system is built around party members working together on attacks.

Oh...I wonder if we could recolour the Imps riding the Octoblushes...perhaps to black or purple...
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 04, 2007, 05:28:50 pm
That's possible with a palette hack.  8)
Also, when I mean the Kraken can remove status effects, I meant that he'll pull a Lavos and remove your protective status!
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 04, 2007, 05:34:32 pm
I hate that move...I really do. That should definitely make the battle more interesting.

Oh, that reminds me...I was wondering if we could start altering weapons to add random status effects a la the Plasma Gun's "random stop on machines" type thing. Chaos, blind, poison...with the exception of one or two attacks for chaos the player can't cause any of these status effects to the enemy, so I think it might be interesting to add some of these effects to some weapons, so they're not just placeholders for attack strength.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 04, 2007, 05:38:30 pm
I know, here's what I have planned myself if I can hack this:

Tsunami Sword - water 2 damage
Ragnarok - random Flare

Harvester Scythe - random death (doesn't work on bosses)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 04, 2007, 05:45:49 pm
Aye, aye...sounds good thus far. Perhaps each person should have a weapon that does something random, be it a status effect or a spell. Ayla already has her fists that can cause chaos so there's no worry there. Also, I think we should hack it so the Masamune II DOES do double damage to magical enemies, since it doesn't at the moment.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 04, 2007, 05:52:36 pm
Actually the Masamune now does do 2x damage to magical(it would have been pointless to go that far in the beta). I want the Masmune ][ to eventually be able to do 3x damage to magical. This will include Lavos.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 04, 2007, 05:54:58 pm
Good idea...it gives the Masamune an extra edge and a bit more purpose to using it further than one might otherwise use it.

When will the new patch be available?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 04, 2007, 05:58:51 pm
Prolly a few days or so. I have re-import everything into a fresh rom aswell as redo some stats of stuff.
Everything will leave of right after Heckran Caves, so the Millennial Fair will still be upgraded.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 04, 2007, 05:59:25 pm
Also, Mystic Frog King is going to do some sprite work for us.  :D
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 04, 2007, 06:02:12 pm
Oh, he is? What kind of spriting? We could use some sprites for the various regular breeds of NPCs across the eras for a surprised animation, and perhaps a confused animation as well. Maybe an individual sprite for the Algetty Elder so he doesn't look identical to Doan.

Nice to know we've got a spriter, though...it'll help open up new editing options for us.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 04, 2007, 06:05:39 pm
Ores, Gems, Herbs, a few monsters, some weapon animations such as the Tsunami Sword.

I'll suggest the Alghetty elder to him.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 04, 2007, 06:07:54 pm
Ah, okay. Will he have access to this forum too, or will he be more of a freelancer in this regard?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 04, 2007, 06:12:15 pm
I'm not sure yet. I'll wait until he comes up with something, then I'll invite him in. How does that sound?
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 04, 2007, 06:15:13 pm
Sounds fine to me; I'm all for new people weighing in on the project and helping us improve it.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 04, 2007, 06:25:44 pm
With the exception of Glennleo, who awaits for me to get time to make him some TF tutorials.  :(
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 04, 2007, 06:30:08 pm
I'd love to see those Temporal Flux tutorials too...if I can help imput some text here and there or alter something, it'll help lessen your workload. Thus far you've been the one imputting everything into the actual ROM and you could really use some help along those lines.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 04, 2007, 09:59:49 pm
One other thing...we're renaming the Present the Millennial Era, correct? We need to rename the Dark Ages the Ancient Era(or perhaps Ancient Ages) as well, because it really isn't a dark age at all...it's more of an enlightened age BEFORE the the Dark Age which would take place after the Fall of Zeal and before the Middle Ages...It's the tack I've been taking in dialogue, in any case, and is a better name.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 05, 2007, 01:29:35 am
I changed Present to Millennium because it's only Crono, Marle, & Lucca's Present. As for Dark Ages, that word always stuck with me, though you are on to something, it does seem very wrong that the age is 'dark' before anything happens. We could change it, but times seem pretty Dark when a Lavos ragaves the world. How 'bout "Archaic Age" then change it to "Dark Ages" after the rage of Lavos? (instead of calling it "Last Village" which sounds retarded)

Though it IS possible, that it was the Dark Ages because the Queen gained vast control of Zeal and obviously most citizens only pretend to be interested in her plans (most probably obey out of fear)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 05, 2007, 01:32:51 am
...actually, when you think about it, Archaic sounds better than Ancient, mainly because it sounds more like an era name in that you can leave off the word era and it will still make sense.

I hesitate to rename it Dark Ages after the Fall of Zeal, but I suppose we could. And it's Millennium, not Millennial, eh? That'll warrent a bit of word replacement in the script...but then I was going to have to do that to replace B.C. and A.D. with B.G. and A.F. respectively anyway, so I might as well do it all at once...
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 05, 2007, 01:37:08 am
Oh yeah, what's AF stand for again? My brain is completely retarded from my comatose I am still waking up from.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 05, 2007, 05:02:11 am
After Founding/Foundation of Guardia. A.F. for short. Unless you can think of something more appropriate it's what I've been going with.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 05, 2007, 05:14:43 am
A.D. could be After Dawn
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 05, 2007, 05:24:31 am
I know...I'd like to have A.D. stick too because that's what I'm used to...but I think something like After Founding makes more sense, overall, really. Though in a sense the founding of Guardia is the dawn of a new era, saying Afer Dawn just wouldn't be close enough to what is really happening.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 05, 2007, 05:36:37 am
True. True. We'll figure it out. We just have to make a book or something somewhere or mention the difference somewhere in the game.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 05, 2007, 05:41:18 am
Aye. Probably should be one of the first history books available in 1000 A.F. at the start of the game. A brief history of the founding of Guardia, basically.

Hmm...history exhibit at the Millennial Fair, maybe? It could include both this book and the book on Queen Leene, killing two birds with one stone.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 05, 2007, 05:49:15 am
Good idea. I must now depart. I'll be back this evening to finish the beta.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 14, 2007, 10:13:23 am
Ioka Trading Post
2x items like Petals are no more -- (the four 2x items became a fishing rod and 3 fish)
Also, you now need more the amount of Petals, Fangs, etc for each item than before.
Example: you needed 10 for Ruby vest? Ha. Now it's 30. This way it takes longer to get the uber equipment such as the Ruby Mail (which of course makes Sun of Sun cake)

...by the way, are we going to have Magical Creatures: Giga Gaia, Sun of Sun be created in a way sort of like the Dream Species? Or are they Summons in a way (like the Golems)... which brings me to another point: Are we going to have Dalton's Golems simply be "summoned creatures" (sort of like Magic condensed to create a consciousness) if so, then there's no reason to have the Golem Cave (couldn't think ANY use for this anyways)

Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 14, 2007, 10:17:55 am
I found the increased usage of Ioka trading goods a good idea...considering what was being traded, it seems unlikely that items of great value, such as helms made of rock or guns made of Dreamstone would actually be traded for just a few simple feathers, horns, petals, and fangs...it threw off realism a bit...perhaps we can alter a couple of the items--petals and feathers--into something else.

As for magical creations...I'm going to have to agree with you; in essence they are concentrated magical essence, and not truly creatures in and of themselves. I've been worrying about the Golem cave for quite a while myself...it does, in fact, seem wasteful, especially since Dalton would have stored his Golems in Zeal anyway...where better to place them? And, of course, if that is where they were stored, it means that when he was sucked into the portal...he simply appeared quite high in the sky and fell to his death.

No, the Golem Cave can be forgotten in favour of something more useful.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 14, 2007, 10:23:33 am
Excellent.

Well, we can weed out all the petals, items, and just make a the special armours/weapons hidden in areas/chests instead. Ruby Mail's could be in the Valley of the Giants.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 14, 2007, 10:29:01 am
Eh...I'd rather not go THAT far, since in doing so we might also have to ditch the entire Hunting Range, and given that it's one of the few real 65,000,000 B.G. places...no, all we have to do is rework the number of items used and the actual items gathered...perhaps replacing feathers with bundles of feathers(which are actually useful for, among other things, balancing arrows) and petals with skins. Hell...maybe we can even integrate a quality system...but let's not go that far if we don't really have to.

In any case, I see no need to ditch the system entirely...merely rework it.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 14, 2007, 10:36:55 am
Ahhh.
Though I would like to take out Ruby Mails and put them somewhere tough instead of the Trading Post.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 14, 2007, 10:38:59 am
Mmm...have them mentioned somewhere as armour for higher up Reptites or something, so they're not just mysteriously manufactured out of nothing...other than that, I have no problem with this at all.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 14, 2007, 10:42:23 am
Cool. I didn't like the fact the the old man in Ioka just happened to find enough rubies to make an entire mail set out of it. (let alone an infinite amount -- provided that you have enough petals, etc)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 14, 2007, 10:48:57 am
Aye...though I don't think it was really the old man so much as the tribe, but yes...manufacturing of the various weapons and helms is bad enough for a Stone Age people at best...it stretches credibility to see a full suit of armour forged by the hands of such people...not that they couldn't learn how, mind. They simply do not have the tools or the knowledge to create such armour.

We need something new for them to create late-game, though what I do not know. Something more in line with their nature, at least.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 14, 2007, 10:52:19 am
Yes. but what could be made? I think almost every hole in CT is going to be filled. Also under Lost Cutscenes and storyline... How the hell are we going to resolve Guardia Castle and Magus joining the party.  :shock:
Clearly, this is one of the biggest plot-holes in the game.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 14, 2007, 10:59:02 am
What could be made? Damned if I know...I was thinking some kind of accessory or perhaps a helm of some kind, but I honestly don't know.

As for Magus...I've been considering all sorts of things...one of my most popular is hiding his identity...having everyone refer to him as Janus and otherwise show that he is not Magus...that's the only thing I can think of that is even remotely plausible. It's not a plot hole, though...merely something unexplained. A plot-hole would be something like bringing various people across time to the Moonlight Parade; I explained it away with some extra dialogue in the main ending as you might have noted.

Anyway, as I said, that's what I consider plausible for Magus...all we'd have to do is replace every instance of dialogue by the characters of 600 A.F. mentioning his name with Janus somehow, and that ought to be easy enough, right?

...'course...it might get slightly confusing for those who rename him Janus...but that cannot be helped.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 04:06:34 am
Hmmm. Yes, he could remain hidden because not very many are going to know what Magus actually looks like. (I don't think he spent much time on the battlefield.)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 04:10:30 am
Exactly. All we have to do is hide his identity in one way or another--maybe have the Guardians of 600 A.F. freak out a bit before whoever is in the party with Magus figures out a way to cover their asses--and everything will be fine. Besides...they seem to not have a problem with a frog protecting the Queen, so while Magus is a bit freaky he's certainly much more human looking and more likely to be accepted.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 05:22:08 am
We could have Magus have his hood up (a la Prophet graphic)...

I also want to expand Guardia Castle a little bit. I will probably make the Knight's Quarters into a full Barracks area. Maybe add a few other misc rooms to make it seem more like a castle.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 05:25:59 am
We could have Magus have his hood up (a la Prophet graphic)...
We'd have to set up a method to exchange the graphics while he's in the castle...we'd have to create new hooded graphics for things such as his running animation...but I like the idea of using this in addition to what we've already got down.

Oh, and while we're at it: have these hooded graphics apply entirely to 600 A.F. in all interior areas in places like Truce, Porre, Choras, ect ect, just to add to it. No need for battle graphics, though.

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I also want to expand Guardia Castle a little bit. I will probably make the Knight's Quarters into a full Barracks area. Maybe add a few other misc rooms to make it seem more like a castle.
Good idea. It'd be nice to see it be more of a castle than what it is, most definitely, for 600 and 1000 A.F. alike.
[/quote]
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 05:32:22 am
Also, Magic Cave will be 2x bigger. Reptite's Cave will be rearranged so that it's more of a straight forward area (I can make it bigger if I remove all those burrows - this will free up a map so that I can expand something else aswell)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 05:35:13 am
Also, Magic Cave will be 2x bigger.
Can we alter what all populates it, perhaps make it some kind of precursor to Heckran's Cave? It's not entirely in the same spot, but the exit near Magus' castle is, and as such the area near that should have at least a vague simularity.

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Reptite's Cave will be rearranged so that it's more of a straight forward area (I can make it bigger if I remove all those burrows - this will free up a map so that I can expand something else aswell)
Aye. Let's also try to make it look more like an actual home for Reptites instead of just some random cave with some Reptites in it, because the way it was done before it really looks like the home of the Evilweevils, the Fly Traps, and other creatures there rather than the actual Reptites.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 05:43:42 am
Can we alter what all populates it, perhaps make it some kind of precursor to Heckran's Cave? It's not entirely in the same spot, but the exit near Magus' castle is, and as such the area near that should have at least a vague simularity.

Not sure what you mean on this.

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Aye. Let's also try to make it look more like an actual home for Reptites instead of just some random cave with some Reptites in it, because the way it was done before it really looks like the home of the Evilweevils, the Fly Traps, and other creatures there rather than the actual Reptites.

Yeah, I'll move all the Evilweevils and Fly Traps to the Valley of the Giants or something and make the place look like an anctual den of Reptites. There will be a entrance, hallway, then a commons area that leads to a kitchen area (maybe have butchered apes? Tragic I know.) and a quarters area, then have a secret hallway(you have to find a clue in one of the side rooms) that leads to Azala's Room. What do you think?

Edit: I will also use the Beast's Nest tileset for the Reptite's Cave (the one with green vines) this tileset was way underused.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 05:51:17 am

Not sure what you mean on this.
I want the Magic Cave to look somewhat like Heckran's Cave, with the water running through it and all that, in essence the same cavern system, though not exactly the same cave per se. After all, it was used to move troops in the Mystic War, and it was also used as the centre of a cult 400 years later, so it seems like it would make more sense if they were at least the same cavern system.

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Yeah, I'll move all the Evilweevils and Fly Traps to the Valley of the Giants or something and make the place look like an anctual den of Reptites. There will be a entrance, hallway, then a commons area that leads to a kitchen area (maybe have butchered apes? Tragic I know.) and a quarters area, then have a secret hallway(you have to find a clue in one of the side rooms) that leads to Azala's Room. What do you think?
I think overall that sounds like a good idea, but let's try to ensure that there is some signs of culture around...they are a different sentient species and are not without morals; they simply compete against the early humans. As such, I would like to avoid showing direct signs of butchered early humans(perhaps show bones or something instead) and some pieces of culture, like a "library shelf" of stone tablets, and maybe a couple of paintings or stone carving equivalents.

I also think that Azala's room should be more like a home away from home...she seems to live more in the Tyrano Lair--some kind of castle/fortress rather than a real home of Reptites--than in the actual Reptite Lair. That said, it's a good idea for it to be there.

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Edit: I will also use the Beast's Nest tileset for the Reptite's Cave (the one with green vines) this tileset was way underused.
Absolutely...that tileset is neato and needs to be used more.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 05:58:27 am
Magic Cave -- I was actually thinking along these lines. I would actually use alot of Heckran Cave maps, but have them changed so you come from/go through it a different way. This will allow the Caves to be interchangable and you will be able to see the effects of time.

Ok.
Reptites' Cave:
Reptite
Megasaur
Fly Trap
<Evilweevils saved for something later>

After Lavos: (there may be some small non-story effecting reason to come here)
Cave Ape
Winged Ape
Shiitake
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 06:01:37 am
Magic Cave -- I was actually thinking along these lines. I would actually use alot of Heckran Cave maps, but have them changed so you come from/go through it a different way. This will allow the Caves to be interchangable and you will be able to see the effects of time.
That works for me, since that's exactly what I wanted.

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Ok.
Reptites' Cave:
Reptite
Megasaur
Fly Trap
<Evilweevils saved for something later>
Good. The Fly Traps can be like a defense mechanism raised, created, or perhaps simply used to defend the Lair from intruders, much like we use dogs to guard places.
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After Lavos: (there may be some small non-story effecting reason to come here)
Cave Ape
Winged Ape
Shiitake
A reason...perhaps a lead-in to the whole Valley of the Giants bit, to faciliatate that story?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 06:09:51 am
That works. I want the player to go through both Reptite's Lair 2 quest and the Mystic Mountains quests to enable the Valley of the Giants quests. (Though they can do the two required quests in any order they wish)

I'm going to start working in on Heckran/Magic Caverns, I feel most motivated to do this at the moment. And it will only take me a few hours to code. (seeing as the maps are pretty much already there (though both Caverns will be HUGE when I finish) ...but that's what we want right?

Plus, I am going to implement the Northern Ruins code system, so treasure chests will be there again! (unless you decided not to get them when you were at the Heckran Caves)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 06:14:27 am
That works. I want the player to go through both Reptite's Lair 2 quest and the Mystic Mountains quests to enable the Valley of the Giants quests. (Though they can do the two required quests in any order they wish)
Good. These can both be a sort of fact finding mission, perhaps retrieving one half of a stone tablet with the necessary information on it from both areas.

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I'm going to start working in on Heckran/Magic Caverns, I feel most motivated to do this at the moment. And it will only take me a few hours to code. (seeing as the maps are pretty much already there (though both Caverns will be HUGE when I finish) ...but that's what we want right?
Indeed.

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Plus, I am going to implement the Northern Ruins code system, so treasure chests will be there again! (unless you decided not to get them when you were at the Heckran Caves)
Good idea. I'd like to use that system in more ways if possible...it was a nice system and it's a shame it was only implimented for the one area.

Oh, I highly suggest you make a patch for both of us to playtest once you're done with these new maps, so we can give them a good once/twice-over...that way we can ensure they work splendidly and not have to evaluate this while also evaluating the implimented text later with the full patch.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 06:22:18 am
Good idea. I'd like to use that system in more ways if possible...it was a nice system and it's a shame it was only implimented for the one area.
I aswell.

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Oh, I highly suggest you make a patch for both of us to playtest once you're done with these new maps, so we can give them a good once/twice-over...that way we can ensure they work splendidly and not have to evaluate this while also evaluating the implimented text later with the full patch.

As I finish each area, I will release a patch. I'll just give the TF export files as well as detailed instructions on how to import them (it's easy). I just don't want to make a 3meg ips file to test every area/map that's map.

As for the stone tablet idea... that could work well. (it be an 'invisible" item like the Naga-ette bromide)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 06:26:04 am
As I finish each area, I will release a patch. I'll just give the TF export files as well as detailed instructions on how to import them (it's easy). I just don't want to make a 3meg ips file to test every area/map that's map.
A point indeed. Okay, that ought to work.

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As for the stone tablet idea... that could work well. (it be an 'invisible" item like the Naga-ette bromide)
Exactly what I was picturing. Of course, I still have naught but a basic framework idea for the story so what this stone tablet might have on it I don't know...still, it's a good idea and should be implimented because we definitely want to reuse these areas later in the game if we can, simply because they get so little use--it's that same reasoning that is behind the reworking of the Magic/Heckran's Cave.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 06:37:12 am
Also:

Heckran Caverns:
Henchman
Tempurties
JinnBottle
Octobots (or whatever the squid things are called)


~Tempurties become the dominant enemy here after Heckran is beaten.


Magic Cave:
Vampire Bat
Rolypoly
JinnBottle (seemed to make sense to have some here too)



Mystic Mountains is going to be f**cking huge! I estimate about 20-30 minutes to complete to quest at level 60-70. (of course I have to get that far in mapping) I'm taking a break on them for now (seeing as Mystic Mts are more of a later quest--- all of the lower leveled areas are almost exactly the same so there's no point in finishing that map yet.)

I'll do Heckran Caves/Magic Cave. (Just have to code monster events and random gems now!) ...as well as tweak a few tile settings and finish the part where the PC's jump into the water as well as the water/sprite layering.

(For the Magic Cave version)... The room where the whirlpool is will just be modified to the following parameters:
It will be shorter (whirlpool part removed, and a cave will be coming from the left wall, this cave will connect to the Magic Cave map that is already completed... so the whole thing remains the same just the whirlpools room changes. However, if we have room later, I will make/add an entire new map (decently sized) so that the Heckran/Magic Caves are even bigger!

After Heckran Caves, I will do the Cursed Woods (major surgery here!), then Truce Canyon (soon to be 4x bigger!). Then the Reptites Cave, (if I have time, I'll do Mystic Mts)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 06:49:07 am
Also:

Heckran Caverns:
Henchman
Tempurties
JinnBottle
Octobots (or whatever the squid things are called)


~Tempurties become the dominant enemy here after Heckran is beaten.
Righto. And they are Octoblushes, if I recall correctly.
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Magic Cave:
Vampire Bat
Rolypoly
JinnBottle (seemed to make sense to have some here too)
Perhaps a palette-swapped version, just to differentiate?


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Mystic Mountains is going to be f**cking huge! I estimate about 20-30 minutes to complete to quest at level 60-70. (of course I have to get that far in mapping) I'm taking a break on them for now (seeing as Mystic Mts are more of a later quest--- all of the lower leveled areas are almost exactly the same so there's no point in finishing that map yet.)
Neat...some longer dungeons. So long as we don't have too many of these huge dungeons--I've noticed that most Chrono fans like the fact that the dungeons themselves are not too overly huge--this should be fine.

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I'll do Heckran Caves/Magic Cave. (Just have to code monster events and random gems now!) ...as well as tweak a few tile settings and finish the part where the PC's jump into the water as well as the water/sprite layering.

Gotcha.

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(For the Magic Cave version)... The room where the whirlpool is will just be modified to the following parameters:
It will be shorter (whirlpool part removed, and a cave will be coming from the left wall, this cave will connect to the Magic Cave map that is already completed... so the whole thing remains the same just the whirlpools room changes. However, if we have room later, I will make/add an entire new map (decently sized) so that the Heckran/Magic Caves are even bigger!
Fine with me...I like this idea quite a lot...I was going to suggest having that cave collapse at a later point in the game but really there's no point to that since it could easily collapse at any point in the 400 years that pass between the eras.

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After Heckran Caves, I will do the Cursed Woods (major surgery here!), then Truce Canyon (soon to be 4x bigger!). Then the Reptites Cave, (if I have time, I'll do Mystic Mts)

So all of this will be in the public beta, eh? Holy ceerap everyone's going to like this stuff.

One thing: I want a short cut to be accessible later in Truce Canyon between the exit to the world map and the area with the Gate...the placement of the one 600 A.F. Gate was always annoying to me from the start with the way things were before and I worry that this might make players extremely frustrated. With a later shortcut this will enable us to bounce back and forth quickly when we need to for specific times such as going to the End of Time with Frog to give him his magic.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 07:02:52 am
Perhaps a palette-swapped version, just to differentiate?
Ok. I can use the brown colored cave for the Magic Cave version. The water will look a little lighter (but not bad).

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Neat...some longer dungeons. So long as we don't have too many of these huge dungeons--I've noticed that most Chrono fans like the fact that the dungeons themselves are not too overly huge--this should be fine.

Yes. Large dungeons are good, but there should be few of these. (aside from the Underwater Zeal dungeon and Cleft of Dimensions)

Underwater Zeal:
Alghetty -sunken
Beast's Nest - underwater
Zeal (some underwater tileset)
~atleast 2 or 3 decent sized maps (with the Kraken map ofcourse)

(estimated quest time -- 20-30 minutes?)

Cleft of Dimensions:
Fiona's Forest
Denadoro Mts 1000 A.F.
Cleft of Dimensions (2 or 3 good sized maps)
The Village that Time Forgot (aswell as a pillar of light now at the end of time for this village)
Omega

(estimated quest time -- 90 minutes? good time for a mega-area)

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Fine with me...I like this idea quite a lot...I was going to suggest having that cave collapse at a later point in the game but really there's no point to that since it could easily collapse at any point in the 400 years that pass between the eras.

Actually, in this case the whirlpool part has not eroded itself away yet.

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So all of this will be in the public beta, eh? Holy ceerap everyone's going to like this stuff.
I hope to have all this stuff by the time the first public beta (alteast Truce Canyon, Heckran/Magic Caves and Cursed Woods done if nothing else)

One thing: I want a short cut to be accessible later in Truce Canyon between the exit to the world map and the area with the Gate...the placement of the one 600 A.F. Gate was always annoying to me from the start with the way things were before and I worry that this might make players extremely frustrated. With a later shortcut this will enable us to bounce back and forth quickly when we need to for specific times such as going to the End of Time with Frog to give him his magic.
[/quote]

Shouldn't be too hard, 'specially with those random Lavos earthquakes all eras have been having...
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 07:06:53 am

Ok. I can use the brown colored cave for the Magic Cave version. The water will look a little lighter (but not bad).
I meant for the Djinn Bottle, not the entire cave. My mistake in not specifying.

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Yes. Large dungeons are good, but there should be few of these. (aside from the Underwater Zeal dungeon and Cleft of Dimensions)

Underwater Zeal:
Alghetty -sunken
Beast's Nest - underwater
Zeal (some underwater tileset)
~atleast 2 or 3 decent sized maps (with the Kraken map ofcourse)

(estimated quest time -- 20-30 minutes?)

Cleft of Dimensions:
Fiona's Forest
Denadoro Mts 1000 A.F.
Cleft of Dimensions (2 or 3 good sized maps)
The Village that Time Forgot (aswell as a pillar of light now at the end of time for this village)
Omega

(estimated quest time -- 90 minutes? good time for a mega-area)
All sound fine with me, really.

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Actually, in this case the whirlpool part has not eroded itself away yet.
Ah.

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I hope to have all this stuff by the time the first public beta (alteast Truce Canyon, Heckran/Magic Caves and Cursed Woods done if nothing else)
Okay. Focus on what will be in the public beta first, and then get to everything else, I suggest.

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Shouldn't be too hard, 'specially with those random Lavos earthquakes all eras have been having...
Goodie. We will want to create some kind of mild incentive to occasionally explore the canyon...say, perhaps, a randomly generating herb or gem or something...
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 07:27:25 am
Cave colors will stay blue for all then.

As for Truce Canyon and item/earthquakes? I have this implemented in the map. There will be a chest that you'll never seem to be able to get. After you have Crono back there will be another change in the canyon.
The first earthquake happens when you have Frog to teach him Magic. (so you can skip the whole area)
Herbs will also grow here (though very rare until after Masamune, common after Lavos falls)

Jadeleaf Herb:
Rare = 1/16, Uncommon = 1/8, Common = 1/4

Truce Canyon
Rare - until after learned Magic
Uncommon - until after Ocean Palace rises
Common (if newgame+ always common)

Cursed Woods
always Uncommon

Denadoro Mts 600 A.F.
Uncommon - until after Ocean Palace rises
Common (if newgame+ always common)

1000 A.F. ~ Always common

Forest Ruins
Always Uncommon, if NewGame+ then Common

Guardia Forest
Rare - until after learned Magic
Uncommon - until after Ocean Palace rises
Common (if newgame+ always common)



Sagebloom Herb:
Rare = 1/32, Uncommon = 1/12, Common = 1/6

Mystic Mts:
Always Uncommon (in higher areas)

Forest Maze
Rare until after Magus
Uncommon until after Lavos Falls (if newgame+ always uncommon until after Lavos Falls)
Common

Dactly's Nest
Uncommon until after Lavos Falls (if newgame+ always uncommon until after Lavos Falls)
Common

Valley of the Giants:
(ALWAYS Uncommon -- after all sidequests are done then they are litterally everywhere)



NightShade Herb:

Fiona's Forest Campfire scene:
chance: 0 (if newgame+ 1/2)

Fiona's Forest Portal Scene:
chance: 1/32 (if newgame+ 1/4)

Fiona's Forest: Crono's Legacy {quest}:
Chance 1/8

~after Cleft of Dimenisions they are Uncommon 1/3

Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 07:38:40 am
Okay, that all works well with me. What will be in that chest, anyway? An accessory? A piece of armour? A helm? Something useable by anyone, methinks, so it's fair to all players for whomever they like using in their party.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 07:48:18 am
Not sure of the contents yet. Probably some kind of amour or helm and not obtainable for a while. I want to add as many reasons as possible to reenter every place in the game. The more the better! Dynamic upgrading areas is the key to a masterpiece.

Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 07:52:41 am
Aye...especially if we start hiding books/tablets/computer consoles/whatever near these dynamically appearing chests and whatnot, to further add to the exploration and enrich the game. This might be one way we can integrate these more easily, as otherwise we'd have a hard time figuring out where to place such books in each area in each era.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 08:00:13 am
Aye...especially if we start hiding books/tablets/computer consoles/whatever near these dynamically appearing chests and whatnot, to further add to the exploration and enrich the game. This might be one way we can integrate these more easily, as otherwise we'd have a hard time figuring out where to place such books in each area in each era.

Indeed.
It is very easy to check storyline points and upgrade areas from there. The game is full of examples of this.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 08:05:43 am
Perfect.

Oh, I've been thinking about the ending we're adding...you know, the one that occurs if you defeat Lavos at the Ocean Palace. Basically, I see Schala rushing Crono and company back to Zeal to put the Sun Stone back into place generating power for the spells holding Zeal up, then having it segway to a repeat of the initial wake-up scene, only Crono awakens in Zeal Palace instead...he joins Schala in the Zeal throneroom where he finds out she's now Queen, then the ending goes on to blab about how things would change for the future history of the planet with Zeal continuing to exist.

It's just a basic framework really(and I've got many ideas for extra details along the way), but what do you think?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 08:09:55 am
Perfect.

Oh, I've been thinking about the ending we're adding...you know, the one that occurs if you defeat Lavos at the Ocean Palace. Basically, I see Schala rushing Crono and company back to Zeal to put the Sun Stone back into place generating power for the spells holding Zeal up, then having it segway to a repeat of the initial wake-up scene, only Crono awakens in Zeal Palace instead...he joins Schala in the Zeal throneroom where he finds out she's now Queen, then the ending goes on to blab about how things would change for the future history of the planet with Zeal continuing to exist.

It's just a basic framework really(and I've got many ideas for extra details along the way), but what do you think?

Very nice. That would work very well.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 08:13:36 am
Good, good.

So, I was wondering...how difficult will it be to alter the world maps and the Epoch time display to read B.G. and A.F. instead of B.C. and A.D.?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 08:17:50 am
I got the Heckran Caverns/Magic Cave exits stuff working properly, now I need to spruce some things up (add monsters and events such as random gems and then do the treasure stuff)

Later I plan to import Running Water as a sound loop rather than music. What kind of music should I use for the Heckran Caverns/Magic Cave?

As for Epoch alterations? That would require editing the graphic packets (shouldn't be too hard)
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 08:19:21 am
...also do we want to add some kind of mini-boss waiting at the end of the Magic Cave? We could use some later enemy that would seem like a boss at that point in the game... I don't know what though. The more mini-bosses we can add the better!

EDIT: Heh heh. Maybe to be evil, we could have Heckran again and you have to take out the 600 A.F. version of him. (he probably has a long life span)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 08:25:55 am
I got the Heckran Caverns/Magic Cave exits stuff working properly, now I need to spruce some things up (add monsters and events such as random gems and then do the treasure stuff)

Later I plan to import Running Water as a sound loop rather than music. What kind of music should I use for the Heckran Caverns/Magic Cave?
Hmm...I know little about Radical Dreamers music...is there a cave ambience, or perhaps a low, odd chanting-based musical track we could use? I think it would fit both timeframes quite well.

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As for Epoch alterations? That would require editing the graphic packets (shouldn't be too hard)
Oh, okay.

...also do we want to add some kind of mini-boss waiting at the end of the Magic Cave? We could use some later enemy that would seem like a boss at that point in the game... I don't know what though. The more mini-bosses we can add the better!

EDIT: Heh heh. Maybe to be evil, we could have Heckran again and you have to take out the 600 A.F. version of him. (he probably has a long life span)
Nononono...no Heckran. A miniboss is okay, though what I'm not too sure...perhaps a really hard skeleton type enemy, like the Defuncts from the Northern Ruins or something. I do want to avoid adding TOO many minibosses...they're okay but we won't want to go overboard. With this, though, it makes sense...the skelly can be a guardian of the cave against intruders.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 08:37:09 am
Chanting mixed with RD Cave/Dungeon music would be awesome!
Especially if the chanting gets louder the closer you get to Heckran or in the Magic Cave case, the closer you get to Magus's Castle!

A skeleton Boss would be perfect, especially if there are some other minions mixed with it to make it a challanging battle!
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 08:43:49 am
Chanting mixed with RD Cave/Dungeon music would be awesome!
Especially if the chanting gets louder the closer you get to Heckran or in the Magic Cave case, the closer you get to Magus's Castle!
Great idea...the more we can emphasize the ambience the better.

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A skeleton Boss would be perfect, especially if there are some other minions mixed with it to make it a challanging battle!
Hmm...well, a few of those Gremlins guarding the skelly should work...I'd consider suggesting two Defuncts and a Departed but that might be too much for the player at that point...
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 08:47:11 am
I'll try combos of music/chanting as well as different groups of monsters.

I also have to remember to import Flea's code to the Heckran Caves code so that he follows you the continuously.

Edit: Also the Heckran Caves events check to see what era you are in so that the events will setup accordingly. For instance, exits as well as enemies/Flea stuff.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 08:52:56 am
I'll try combos of music/chanting as well as different groups of monsters.

I also have to remember to import Flea's code to the Heckran Caves code so that he follows you the continuously.
Good ideas both...though I'm not sure I ever saw the point to Flea following you as a bat everywhere...sure it's mildly creepy but other than that it means nothing.

Oh, that reminds me...can we switch the save point from Slash to Flea's area? I get the feeling that everyone who would play this tends to go from left to right---I did, certainly, every playthrough--and it's set up to assume a right to left method of thinking...which makes sense since that's the direction of Japanese script. I also would like to switch the save point and teleportation glitters where Ozzie is, unless we can create a new sprite for the teleportation...I'd like that, actually, because otherwise it gets confusing.

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Edit: Also the Heckran Caves events check to see what era you are in so that the events will setup accordingly. For instance, exits as well as enemies/Flea stuff.
Aye, good, good. Always good to ensure that...we'll want to heavily playtest that to ensure it works properly. The last thing we need is to start walking around Heckran's Cave in 1000 A.F. after returning from the first visit to the End of Time and end up on Magus' island...as amusing as that would be I think it would confuse the player too much.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 09:02:43 am
Another thing... I use "Sealed Door" (Keeper's Dome when getting the Epoch) when talking to Lavos before the 2nd battle. I use the Lavos talk sound when he says stuff to you.

Yet another thing... I combined Mystic Chant with Lavos talk loop and it sounds demonic! :twisted:

This works because Lavos is very near the Magic Cave and he is beginning to stir from his ancient slumber.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 09:04:55 am
Another thing... I use "Sealed Door" (Keeper's Dome when getting the Epoch) when talking to Lavos before the 2nd battle. I use the Lavos talk sound when he says stuff to you.
Sealed Door is okay for now until we get something more appropriate...but do you mean the Lavos scream?

Quote
Yet another thing... I combined Mystic Chant with Lavos talk loop and it sounds demonic! :twisted:
Have a sound clip for me to listen to?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 09:14:26 am
Ok. We could make some kind of wicked mix later that sound very forboding....

got an SPC player? "Age of Lavos" (http://www5.upload2.net/download/976a09058c1073c8513200b6e9bad4f3/4622173a/dXB3Morw0kPUpTZ/Chrono+Trigger++Age+of+Lavos+mix.zs6)
Tell me what you think.


Edit: I changed the link so you get it faster.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 09:18:54 am
Ok. We could make some kind of wicked mix later that sound very forboding....
So long as it doesn't sound evil. Again, I stress that Lavos is not evil--he is simply what he is.

Quote
got an SPC player? 
I will in a few moments. I'm sure this will sound good for something...probably a sound effect we can use in Magus' Castle or Heckran's Cave/Magic Cave.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 09:21:45 am
Exactly. Lavos is just another living being in the Universe.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 09:23:20 am
Um, it's not working...I know the SPC player works because I tested it on something else, but it's not working for yours, even if I renamed the file extension to SPC.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 09:26:53 am
You have Winamp and Snesamp plugin?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 09:27:45 am
http://www.alpha-ii.com/Download/SAmp320.exe
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 09:29:01 am
Winamp? Nope...but I can get it easily enough.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 09:49:20 am
Okay, I listened to it...it doesn't sound too Demonic...more annoying than anything else, but if reworked it would sound pretty good.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 09:50:30 am
Yes. I can work that into something.  8) May take a little while on that one though.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 09:52:40 am
Yes. I can work that into something.  8) May take a little while on that one though.
Aye.
What program did you use to create it? If I can get a handle on this program I may be able to whip up a couple sets of sound effects, maybe a short musical loop here and there...I've never done that before but it can't be too hard, right?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 09:56:22 am
Uh, I remixed the instruments in CT.  :lol:
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 10:01:58 am
Uh, I remixed the instruments in CT.  :lol:
...oh. Now I feel mildly stupid.

So much for that idea...
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 10:07:19 am
Anyways, I estimate it should take 3 days for me to do each area. I have to map (tiles and properties such as layering, solidity, etc), events (monsters, gems, time chests).

After I map everything, I will go back and import the remaining text/dialouge that I missed in the first 2 betas.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 10:14:11 am
Right. Once that is all done you can create a preliminary patch that I will playthrough to check for any and all bugs, text errors/typos, ect.. Presuming it checks out, we then write up the press release bit we agreed to earlier and then hand the patch over to Zeality for release to the community.

How will we advertise it, beyond a probable news update by Zeality? Should we create a thread/otherwise mention it on, say, GameFAQs, or might that be breaking the GameFAQS TOS?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 10:18:19 am
That sounds good. Like I said before, hopefully I will have upto Ioka Village Awakening right after Magus's Castle done as for dialouge. Heckran Caverns/Magic Cave, Truce Canyon, & Cursed Woods, Reptite's Cave for sure... If I have time, Mystic Mountains.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 10:25:54 am
Understood. Don't try to push too much into it...we will probably want to release by May 5th at the latest, to keep a reasonable deadline. Of course, if we don't have everything we want in there done by then, we will delay for a bit, but only if we don't have all of the dialogue and whatnot in. I would currently rate Mystic Mountains at a low priority since unlike the other areas it will at least partially be unreachable, at least the higher leveled areas, anyway.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 10:28:30 am
Ok. Medina Village instead of Mystic Mountains.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 10:31:11 am
Ok. Medina Village instead of Mystic Mountains.
Good idea, that.

...wait, what all are you changing in Medina again?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 10:34:13 am
Medina Square is 3x bigger, mystics are dancing around Magus's statue. There will be alot more Mystics that are hostile towards you. Any chance you can write me a scene for Medina Square? Where mystics are saying prayers to Magus's statue and the party tries to ask someone what's going on, and you get quickly escorted from Medina Square.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 10:38:39 am
Medina Square is 3x bigger, mystics are dancing around Magus's statue. There will be alot more Mystics that are hostile towards you. Any chance you can write me a scene for Medina Square? Where mystics are saying prayers to Magus's statue and the party tries to ask someone what's going on, and you get quickly escorted from Medina Square.
Sure, that ought to go quickly enough. I'll write it up later, though...I've got some stuff I need to take care of. But before the end of today it'll be in The Lost Cutscenes thread.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 10:39:21 am
Also, another mini-cutscene where the party mentions that the Magic Cave is the Heckran Caverns... we should also have a part where the party complains that they have to go through the water part..

Example:

{Marle}: There's no other way around?
{Lucca}: Damn. No other way through.
{Robo}: We have reached a dead end.

What are we going to do now?

It appears we need to go through the water.

I don't want to get wet!

But what about Robo?

Robo: My systems are protected from these elements. I'll be fine.

Let's go!
Here we go!
Geronimo!


Magic Cave:

UH! We have to get wet again?!

We have no choice if we want to save the world!
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 10:44:53 am
The pair of scenes will also be in The Lost Cutscene thread by the end of the day. Anything else you need me to write?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 10:50:01 am
Party commenting on the Cursed Woods being a maze if they haven't/had talked to Toma.

Skeletons waiting at the end of the Magic Cave (which now ends at the entrance point of Heckran Caverns).
The Skeletons could be called the "Scarlet Edge" or something like that.

Skeleton: You cannot pass! This is Holy Ground!

Frog: You mean Un-holy ground!
We have come to purge this land
of it's impurites!

Skeleton: We the "Scarlet Edge" shall
personally send you to Hell!

<tough battle>

That was tough! Let's keep moving!
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 10:50:59 am
I will also get you the enhanced item description list soon. Shouldn't take too long.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 15, 2007, 10:56:11 am
Party commenting on the Cursed Woods being a maze if they haven't/had talked to Toma.

Skeletons waiting at the end of the Magic Cave (which now ends at the entrance point of Heckran Caverns).
The Skeletons could be called the "Scarlet Edge" or something like that.

Skeleton: You cannot pass! This is Holy Ground!

Frog: You mean Un-holy ground!
We have come to purge this land
of it's impurites!

Skeleton: We the "Scarlet Edge" shall
personally send you to Hell!

<tough battle>

That was tough! Let's keep moving!

I will also get you the enhanced item description list soon. Shouldn't take too long.
Understood on both.

Also, I must now depart for a while...I will return sometime later tonight.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 15, 2007, 10:59:58 am
Gotta go to work.  :x

Made awesome progress of Heckran/Magic Caves. Still have to do all scripting (I think I'll do all the mapping entirely first, then go back and add stuff -- otherwise I'll lose motivation) Now I started doing the Cursed Woods maze stuff. The direction of the eerie mist is random (has nothing to do with which way you have to go -- it's just to confuse travelers)  :)

Then I'll map out the rest of Truce Canyon (just have to fix tile stuff now). Reptites' Cave should be a sinch. Just have to rearrange the dungeon layout and enhance the tilesets and add more objects for scenery.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 16, 2007, 02:09:27 am
You know...thinking about it...the water vent lines make no real sense, more like extra lines for no real rhyme or reason. I've got a scene of it written up and posted but it feels unnecessary, methinks.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 16, 2007, 05:10:34 am
Oh yeah. We need some kind of mini-boss for Crono to fight when going through Truce Canyon the first time.
A Goblin might work but could be too powerful for that early.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 16, 2007, 05:17:22 am
Oh yeah. We need some kind of mini-boss for Crono to fight when going through Truce Canyon the first time.
A Goblin might work but could be too powerful for that early.
I'd just say a Mud Imp, really. I see the Imps there as a hidden strike force for the Mystics, a way of waging war against Truce and other nearby villages hidden safely in the mountains above. As such, they should be lead by another Imp, a Mud Imp.

My only concern is that even the Mud Imp is too powerful...we may need to make a much less powerful clone Mud Imp for this.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 16, 2007, 05:30:07 am
How 'bout a couple of Henchmen as a partol party or something? That could work too.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 16, 2007, 05:35:34 am
How 'bout a couple of Henchmen as a partol party or something? That could work too.
That might work, so long as we have a purple Henchman as a leader of sorts. I want Crono to take out the leader, and once that's done we will only occasionally see Mystics up there, usually just scattered troop remnants(they can be anything Mystic related.) Then once the war is over no more Mystics will be there...something else ought to inhabit the area instead. One of the things that always frustrated me about the original was that Mystics obviously warring against the humans continued to inhabit an area very close to one of the key towns in Guardia...that just never made a damned bit of sense to me.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 16, 2007, 05:48:51 am
How bout I remove the beetle's from Guardia Forest 1000 A.F. and make them higher leveled? They were barely used anyhow....

Truce Canyon:
Imp Ace
Blue Imp

(after Lucca)
Green Imp
Roly

(after Yakra)
Poly
Green Imp
Roly Rider

(after Magus)
Beetle
Blue Eaglet (tougher version)
(and somethig else) Can't be Frogs or Tadpoles because there will be a Tadpole NPC here eventually that has the fishing stuff.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 16, 2007, 05:52:59 am
(after Magus)
Beetle
Blue Eaglet (tougher version)
(and somethig else) Can't be Frogs or Tadpoles because there will be a Tadpole NPC here eventually that has the fishing stuff.

Wonderful. As for what else...damned if I know...maybe we can have MFK come up with a new type of enemy. Something fitting the forest scenery, say a Bellbird or something.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 16, 2007, 05:58:01 am
Magic Cave:

Mystics (Skeleton variety) //Skeletons do not respawn
Vampire Bats
Vermin (I renamed those purple rats to this)

Boss:
defunct? (maybe I'll experiment)

After Magus:
Vampire Bats
Vermin
(since this area will only be used so few, more than 2 types is not that important.)
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 16, 2007, 05:59:43 am
I gotta go.  :x
Hopefully I will get alot done in the next few days so I can make a mini-patch.

Later.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 16, 2007, 06:02:56 am
Magic Cave:

Mystics (Skeleton variety) //Skeletons do not respawn
Vampire Bats
Vermin (I renamed those purple rats to this)

Boss:
defunct? (maybe I'll experiment)

After Magus:
Vampire Bats
Vermin
(since this area will only be used so few, more than 2 types is not that important.)

Both work well. Farethewell, Zakyrus, and good luck. I'll keep working on the endings in the mean time.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 24, 2007, 05:12:54 am
*** The whole idea about entering the water in Heckran Caverns was just too explain that Robo can go in it. That's all, sorry if I didn't explain the meaning behind this.

Oh yeah, I want to use the Frog King as a mini-boss (might as well, because we can't replace this enemy or it screws up the Cyrus scene)

Lost Cutscnese: So, I was thinking that after you talk to Tata and get the Medal from him, then the Frog King would be waiting to ambush you in the Cursed Woods or something... What do you think? (of cousrse, we can do this until we can edit monster AI I think it's a nice idea, and like I said before, we might as well use this monster for something.)


Frog will say something the first time he sees Lavos (Ocean Palace) OR if you bring him to the Arris Dome Computer Room and show him the video.


Also, don't worry if I haven't been on lately. I am getting alot done on the ROM.
95% done with Truce Canyon (since we only come here a few times it's now way smaller, but small enough where we won't need a shortcut)

Cursed Woods 50%
Need to finish the map and event stuff -- have RECODE the forest events  :x

Medina Square 60%
Need to reposition, and move Fanatics, add guards that escort you out everytime you enter there.

Reptites's Nest --
Remap everything so it has: a Dining Hall area attached to a Kitchen, barracks areas, and redo all events.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 24, 2007, 10:44:41 pm
*** The whole idea about entering the water in Heckran Caverns was just too explain that Robo can go in it. That's all, sorry if I didn't explain the meaning behind this.
In that case, we should only have the lines expressing concern for Robo if he is in the party.

Quote
Oh yeah, I want to use the Frog King as a mini-boss (might as well, because we can't replace this enemy or it screws up the Cyrus scene)

Lost Cutscnese: So, I was thinking that after you talk to Tata and get the Medal from him, then the Frog King would be waiting to ambush you in the Cursed Woods or something... What do you think? (of cousrse, we can do this until we can edit monster AI I think it's a nice idea, and like I said before, we might as well use this monster for something.)
Eh...maybe, if we can actually make it seem reasonable.

Quote
Frog will say something the first time he sees Lavos (Ocean Palace) OR if you bring him to the Arris Dome Computer Room and show him the video.
I agree with the video bit, but no need to insert the line at the Ocean Palace...it'll disrupt the scene.

Quote
Also, don't worry if I haven't been on lately. I am getting alot done on the ROM.
95% done with Truce Canyon (since we only come here a few times it's now way smaller, but small enough where we won't need a shortcut)

Cursed Woods 50%
Need to finish the map and event stuff -- have RECODE the forest events  :x

Medina Square 60%
Need to reposition, and move Fanatics, add guards that escort you out everytime you enter there.

Reptites's Nest --
Remap everything so it has: a Dining Hall area attached to a Kitchen, barracks areas, and redo all events.

Good to know.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 29, 2007, 12:22:04 am
So adding the Frog King as a reappearing enemy is ok? If so, what point in the game should we have him? I am giving a test ROM to anclunn who is working with enemy AI. He will have the Bull Frogs (or whatever the Frog King has) dual tech and do something (water2?).
The test ROM only will have a path in Gato's exhibit that leads to a small map with the Frog King... (I don't want to give anything else to anyone yet)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 29, 2007, 12:34:59 am
So adding the Frog King as a reappearing enemy is ok? If so, what point in the game should we have him? I am giving a test ROM to anclunn who is working with enemy AI. He will have the Bull Frogs (or whatever the Frog King has) dual tech and do something (water2?).
The test ROM only will have a path in Gato's exhibit that leads to a small map with the Frog King... (I don't want to give anything else to anyone yet)

Well, I suppose, but I would say at most he should be a foe who leads some people at you at the Denadoro Mountains on the way to the Masamune. That sound okay?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 29, 2007, 12:42:46 am
That might work.
How about in the Cursed Woods? The area is tricky and it would be a good oppertunity to try to get the Medal back whilst the party is confused by the Forest. They would also have the Hero Medal by that point, it would give an encounter/cutscene to the Cursed Woods.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 29, 2007, 12:47:07 am
That might work.
How about in the Cursed Woods? The area is tricky and it would be a good oppertunity to try to get the Medal back whilst the party is confused by the Forest. They would also have the Hero Medal by that point, it would give an encounter/cutscene to the Cursed Woods.
That would be neat. He can appear in both places, with the second place to foil the party once again before he's defeated for good. (Mainly because I can't think of anywhere else he could appear.)
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 29, 2007, 12:50:22 am
Hey, you're on to something there.
At the Denadoro he could be looking around for the Medal, see you, send some Croakers after you and run away.
Then at the Cursed Woods he will know you have the Hero Medal and will attack with himself and two Bull Frogs.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 29, 2007, 12:54:33 am
Hey, you're on to something there.
At the Denadoro he could be looking around for the Medal, see you, send some Croakers after you and run away.
Then at the Cursed Woods he will know you have the Hero Medal and will attack with himself and two Bull Frogs.

That works for me, certainly.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 29, 2007, 02:10:44 am
Excellent. Any chance you could write a cut-scene for each scenario?

Edit:


After Frog King Battle:

Aaaaaaack!
Fine! Grrrribbbit!
Keep the damn medal!

Come my loyal subjects, let us flee!
Grrrribbbit!

<Frog King and Bull Frogs Run from the scene, never to be seen again> (except in the Glenn/Cyrus flashback ofcourse)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 29, 2007, 02:19:32 am
Excellent. Any chance you could write a cut-scene for each scenario?
I will do so tomorrow...I'd do it tonight but I am too tired to concentrate well.
Quote
Edit:


After Frog King Battle:

Aaaaaaack!
Fine! Grrrribbbit!
Keep the damn medal!

Come my loyal subjects, let us flee!
Grrrribbbit!

<Frog King and Bull Frogs Run from the scene, never to be seen again> (except in the Glenn/Cyrus flashback ofcourse)
Aye, that was the basic idea of what I had in mind.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 29, 2007, 02:40:04 am
Alrighty. At the moment I am enhancing Medina Square (expanding the size of it and moving everything).. as well as adding the cut-scene.

The cut-scene should only happen once, unless Frog is in the party, he will say his line and you'll get booted out of Medina Square once again.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 29, 2007, 02:52:37 am
Alrighty. At the moment I am enhancing Medina Square (expanding the size of it and moving everything).. as well as adding the cut-scene.

The cut-scene should only happen once, unless Frog is in the party, he will say his line and you'll get booted out of Medina Square once again.
Good idea.

What other maps will be added in the public beta? I know you were setting some aside but what were already completed?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 29, 2007, 02:56:06 am
Truce Canyon is now 2x (it's a verticle map).

Cursed Woods will be done (I'll add the Frog King battle)

Medina Square (though you won't be able to enter it until after Ozzie)

Magic Cave will be Heckran Caves with a different set of monsters. (skeletons and bats)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 29, 2007, 02:57:30 am
Truce Canyon is now 2x (it's a verticle map).
Much like the Mystic Mountains.

Quote
Cursed Woods will be done (I'll add the Frog King battle)
Oh goodie. That ought to be fun.
Quote
Medina Square (though you won't be able to enter it until after Ozzie)
Until after seeing Ozzie at Zenan Bridge, correct?
Quote
Magic Cave will be Heckran Caves with a different set of monsters. (skeletons and bats)
Oh, goodie again.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 29, 2007, 03:22:13 am
Medina Square will have the people chanting, you will see the cutscene and get booted out.
If you re-enter there will be people guarding the entrance, they taunt you for being human and such but won't let you through.

(this later stuff won't be added till later on)
After Magus it will be people worshipping Ozzie, you can enter the Square but no one will be nice to you (no battles though because it's a shrine -- though maybe a battle on Ozzie's shrine would be an honor to him?)

After Ozzie, the Square will eventually upgrade to a mini-fair, like Leene Square only on a much tinier scale. There will be mini-games here that aren't at the Millennial Fair (if I can think of some mini-games).
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 29, 2007, 03:26:23 am
Medina Square will have the people chanting, you will see the cutscene and get booted out.
If you re-enter there will be people guarding the entrance, they taunt you for being human and such but won't let you through.
Oh okay.
Quote
(this later stuff won't be added till later on)
After Magus it will be people worshipping Ozzie, you can enter the Square but no one will be nice to you (no battles though because it's a shrine -- though maybe a battle on Ozzie's shrine would be an honor to him?)
They wouldn't defile the shrine themselves by battling, though I do suggest we develop a hostility meter of sorts...the more you stay there the more hostile they become until they decide to kill you anyway.
Quote
After Ozzie, the Square will eventually upgrade to a mini-fair, like Leene Square only on a much tinier scale. There will be mini-games here that aren't at the Millennial Fair (if I can think of some mini-games).
And if you can't, we can always put another slot machine and a blackjack table here...maybe poker...
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 29, 2007, 03:33:00 am
I want to do Poker, but I would be very hard with textboxes. Unless we can get some kind of nifty text overlay on the screen seperate of the textboxes. I would also like to add "Rumee" and "31".

I was thinking that Medina could be for Gil instead of Silver Points.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 29, 2007, 03:39:06 am
I want to do Poker, but I would be very hard with textboxes. Unless we can get some kind of nifty text overlay on the screen seperate of the textboxes. I would also like to add "Rumee" and "31"
Aye, aye...then just blackjack.
Quote
I was thinking that Medina could be for Gil instead of Silver Points.
Great idea. We turn it into a gambling game corner for all sorts of cash!
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 29, 2007, 03:47:56 am
Well slots and BlackJack for Gil for sure.

Blackjack:
bet amount: (high amounts because it's later in the game)
500 Gil
1000 Gil
5000 Gil
(win a fortune or lose it all!)

Slots: (10 Gil per pull)
{note}{note}{note} 1000 Gil
{heart}{heart}{heart} 5000 Gil
-BAR- -BAR- -BAR- 10000 Gil
7 7 7 100,000 Gil (extremely rare)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 29, 2007, 03:55:51 am
Good idea.

I do have a minor issue with the slot machine though...it acts too much like a real life slot machine in that it rarely lands on three of the same symbol.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 29, 2007, 04:01:48 am
It does need massive tweaking... It's much better than it used to be though.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 29, 2007, 04:04:57 am
It does need massive tweaking... It's much better than it used to be though.
Well, I'm sure you'll be able to fix it.

Oh, on another note, have you noticed how Justin3009 has been adding some nice new characters to the naming screen? I was wondering if, when we have time, we could toss together a whole bunch of those (you know, letter pairs like ai, le, ch, ect ect) and add them in. That way people could, among other things, finally name Crono Chrono if they wished, and we wouldn't have to actually extend the character limit.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 29, 2007, 05:17:32 am
It might be feasible.

Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 29, 2007, 05:39:26 am
Oh yes, also there is a game that appears where the Old man and lunch where before the Trial.

It is guess the card! 20 SP to play!

pick choice 1,2 or 3 and one of them is a {heart} the other two are something else.

if you are correct your SP amount doubles, you can keep going as much as you want but if you lose, you lose everything you have bet.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 29, 2007, 05:42:22 am
Oh yes, also there is a game that appears where the Old man and lunch where before the Trial.

It is guess the card! 20 SP to play!

pick choice 1,2 or 3 and one of them is a {heart} the other two are something else.

if you are correct your SP amount doubles, you can keep going as much as you want but if you lose, you lose everything you have bet.

Good game idea.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 29, 2007, 05:45:17 am
Yeah, it's hard to come up with stuff that can be done with the CT engine.
This mini-game concept just hit me a few minutes ago, should be very easy to add.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on April 29, 2007, 05:46:52 am
Well, don't stress yourself too much over minigames...after all, they are just minigames, and as such aren't all THAT important.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on April 29, 2007, 05:51:56 am
Doesn't matter at this point. Most of the space in the Millennial Fair will have something. (most of it will be added in the final)
Though, the expanded space in Gato's Exhibit will be a mystery. I will probably have some kind of merchant in the tent there...

The item shop in the Fair upgrades over time (after certain points) eventually sells the same stuff as the Nu in the Black Omen (on New Game +)

The armour shop will be *something* else later.


Damn. Gotta go to work.  :x
Tommarow night I am going to try to get the rest of the cutscenes added (still need to do all the animations *ack!*)
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on June 15, 2007, 09:07:04 am
Blah. My brain is still mush. I haven't even looked at the ROM or anything until now. (most of my posts where of my telling Azuraus over the phone what to type the day this was released :x )

So, I'm just going to sit back and wait until all the nasty little bugs roll in.
Basically I'm just going to fix the major ones that affect main story gameplay. Crap like the Hunting Range crash does not even matter the least right now. As for Cursed Woods bugs? They don't matter because the entire map is being replaced when I get the damn thing working. (Hopefully with the Frog King stuff)

This DEMO was really only meant to be like putting a molecule of blood in a tank of pirhanas and make everyone want lots more. I hope it works - in spite of all the damn bugs, but those are inevitable in any project.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on June 15, 2007, 09:11:11 am
Good idea. I just hope we don't end up leaving them waiting for more for too long. One piranha in particular--that tripleh guy--seemed to be getting rather pissy about how limited the demo was.

But that's irrelevant. Right now, all you need to concentrate on is letting the bugs flow in, then correcting the ones that harm gameplay and start integrating more of the rewritten dialogue, animations, and whatnot. For the sake of convinience, I suggest we limit the next demo up to the same point we've got the current one limited to, only with more content. Makes more sense to set a boundry then use the demos to fill in everything rather than just expanding the boundry.

Oh, and as for that DancerGlenn guy? If he can create a couple little short pieces to demonstrate his work and they're decent enough, I say we hire him for some original music. That way we can stop ripping off other games, and what better way to enhance Chrono Trigger than to create brand new music?
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on June 19, 2007, 03:24:46 pm
Good idea. I just hope we don't end up leaving them waiting for more for too long. One piranha in particular--that tripleh guy--seemed to be getting rather pissy about how limited the demo was.

But that's irrelevant. Right now, all you need to concentrate on is letting the bugs flow in, then correcting the ones that harm gameplay and start integrating more of the rewritten dialogue, animations, and whatnot. For the sake of convinience, I suggest we limit the next demo up to the same point we've got the current one limited to, only with more content. Makes more sense to set a boundry then use the demos to fill in everything rather than just expanding the boundry.

Oh, and as for that DancerGlenn guy? If he can create a couple little short pieces to demonstrate his work and they're decent enough, I say we hire him for some original music. That way we can stop ripping off other games, and what better way to enhance Chrono Trigger than to create brand new music?

Yes, on idea 1.
DancerGlenn? See what he has.

(Also, I may not be on very much, I have no internet right now  so in the next few weeks I may be "transient". I will have my own internet after that period.)

EDIT:
I am glad now I was able to release atleast *something*. Otherwise, everyone would hate my so much by now.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on June 19, 2007, 03:29:37 pm
Quote
Yes, on idea 1.
DancerGlenn? See what he has.
I'll do so.
Quote
(Also, I may not be on very much, I have no internet right now  so in the next few weeks I may be "transient". I will have my own internet after that period.)
Might want to warn our fanbase.

...

Our fanbase...now there's a term I never thought I'd use...
Quote
EDIT:
I am glad now I was able to release atleast *something*. Otherwise, everyone would hate my so much by now.
Aye.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on June 19, 2007, 03:34:44 pm
Already, posted in TF Exports thread.

Oh yeah, you may notice a few "new" scenes like the Magus/Ozzie part after Glenn is cursed, Magus Casle Entrance/Interior, if you like go ahead and alter these a bit. (the I really like the way I worded the stuff on in the Glenn/Cursed part)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on June 19, 2007, 03:42:36 pm


Oh yeah, you may notice a few "new" scenes like the Magus/Ozzie part after Glenn is cursed, Magus Casle Entrance/Interior, if you like go ahead and alter these a bit. (the I really like the way I worded the stuff on in the Glenn/Cursed part)
I'll certainly do so, when I'm able to think straight. I've got a rather nasty head cold that is being exasperated by pine pollen flaring up my allergies. I'm able to discuss minor issues but evaluating something like that is a whole different story.

So hopefully by tomorrow I'll have them looked over and/or revised. (If revised, they'll be tossed in the Lost Cutscenes thread.)
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on June 19, 2007, 04:01:02 pm
Gotcha. No hurries on this stuff, but if we do a more "expanded" demo, this would be cool to have.

Oh yes, I was thinking HEAVILY about this.... but won't even bother if you have anything to say of it:

How bout we DO use 2 ROMS and make the first DEMO "really fuckin' huge". Areas could be twice the size, then I could go about my dream of making the Organs in the Cathedreal require sheet music (and a musical button password).... A HA HA HA HA!!!!!

I was avidly against this(because I don't want to spend aeons making maps), but if we found some really good mappers (they have to be GOOD - I'm extremely picky who I let do this if I am not doing it myself)....  Seeing as I see people starting to "come out of the woodwork" and suggest stuff, maybe some of these people would like to help?
(OF COURSE, I woudn't dream of this until I get my internet back - can't manage a project with a group if I'm not around much right?) I do think this would be cool. I would not mind doing all the coding for this stuff, it would guarentee that we won't get ROM corruption from too much space used (before Gieger fixes that problem in TF, whatever era that may be in) ...but like I said, if we can get someone (or two people) that are really good at mapping, then I'm all for this.... we just have to come up with reasons why any dungeons are no longer there (the Cathedral gets torn down or something - though this does kill replayablity in a few places. But the Cathedral was worthless anyway.)

Other places could be: (obviously the towns I want to add, and they would be BIG - not Xenogears big, but enough to make them a "full sized" town), Guardia Forest(s) could have many side areas, Reptite's Lair for sure (could "cave-in" or something), and maybe a few others... we just have to make some reason why it can't be entered again.

EDIT: oh yes, healing qi is sent to whereever you are in the universe.  8)
Title: Re: Crazy Ideas Thread
Post by: Kyronea on June 20, 2007, 02:53:05 pm
Gotcha. No hurries on this stuff, but if we do a more "expanded" demo, this would be cool to have.
Ayeaye. It will be done today, probably, as my head cold has cleared up sufficiently.
Quote
Oh yes, I was thinking HEAVILY about this.... but won't even bother if you have anything to say of it:
Okies.
Quote
How bout we DO use 2 ROMS and make the first DEMO "really fuckin' huge". Areas could be twice the size, then I could go about my dream of making the Organs in the Cathedreal require sheet music (and a musical button password).... A HA HA HA HA!!!!!

I was avidly against this(because I don't want to spend aeons making maps), but if we found some really good mappers (they have to be GOOD - I'm extremely picky who I let do this if I am not doing it myself)....  Seeing as I see people starting to "come out of the woodwork" and suggest stuff, maybe some of these people would like to help?
(OF COURSE, I woudn't dream of this until I get my internet back - can't manage a project with a group if I'm not around much right?) I do think this would be cool. I would not mind doing all the coding for this stuff, it would guarentee that we won't get ROM corruption from too much space used (before Gieger fixes that problem in TF, whatever era that may be in) ...but like I said, if we can get someone (or two people) that are really good at mapping, then I'm all for this.... we just have to come up with reasons why any dungeons are no longer there (the Cathedral gets torn down or something - though this does kill replayablity in a few places. But the Cathedral was worthless anyway.)
Sorry, but the same reasons I had to be against this before still apply: it would be far too complicated. So much stuff would be cut from one to the other, and doing New Game +'s would be an extreme hassle. One ROM is the way to go. The only time where it might make sense is if we're doing a Chrono Trigger style Chrono Cross and that's not going to happen since it'd be pretty pointless. I know, the idea sounds good, but it's too ambitious right now. Let's concentrate on what we do have and set our standards at something more reacheable for the moment. That way we get more stuff done.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on June 20, 2007, 03:43:36 pm
...

You know, it just occurred to me to simply ask you what the additions are, if you have them written down, rather than play through the entire rest of the ROM again.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on June 23, 2007, 02:38:02 pm
Gotcha on the single ROM (though it's actually going to take "longer" trying to compress everything and make sure it doesn't glitch anywhere) ...well, maybe it would still take that same amount of time (maps take a long time).

..a list? I had one somewhere, in the beginning. I made so many changes I would have to play through a few times just to remember what they all are.  :x
Only a uber CT guru will notice all of them on the first playthrough.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on June 23, 2007, 02:42:08 pm
...

Well, in that case, I'm sure the additions to those scenes you mentioned are fine, as I just looked them over finally through playing through. Obviously we'll change them if those who have been feedbacking feel they should be changed, but for now they're okay.
Title: Re: Crazy Ideas Thread
Post by: Glennleo on July 01, 2007, 02:03:43 am
Phew!

21 pages down. Feels good to be caught up in this topic.

Only Dialog and Commentary to go!  :shock: That won't take me forever lol.

I basically agreed with everything you guys talked about. All the ideas sound great. I only really wanted to address 3 things.

1. As far as the ferry goes. We either A) Remove it from the game entirely. B) Keep it how it is. or C) Add a ridable ferry where you can move around on the boat, fish, buy items, etc... 
I'd love for option C, but I think it'd be a waste of a location, and I'd rather have the space for new areas and not a boat. But if it could be done, and not at the expense of a new area with enemies etc..., I'm all for it. Otherwise I choose option A.

2. As far as long dungeons go, this was probably a very early post, you guys probably forget even mentioning it, I am all for them. I know CT fans like the smaller dungeons, and what not, but a long dungeon can easily be implemented and still have that small dungeon feel. All that you need to do is put a little rest area halfway through a very long dungeon. In essence it would be like having 2 small dungeons right after each other. 
All you need is a save point, and HP/MP heal spot(this depends on dungeon difficulty or if you want them to use shelters), and like an item NPC or something like that. This is used in a ton of games, so I don't see why we couldn't do it as well. It gives players a long dungeon, for those who want it, and also gives smaller dungeon players a chance to take a break from a long dungeon if they want.

3. You guys talked about adding character sprites at the end of the demo to tell the player when the demo ends and the reg game begins. I think that is a great idea. Kyronea said it would be a tough decision to pick a character for me. Even though it's the internet I did pick up on that slight bit of sarcasm.  :lol:
Obviously I want mine to be human Glenn, that would be amazing.

Anyways, that's all for now. I'm still thinking of crazy ideas, and planning out a new tech for Frog in my head. I also have this idea for making new final techs for all of the characters. Like during each characters new side quest, besides armor or w/e new items you may gain from them, somehow implement the opportunity to learn a new final tech form them. They could be hidden somehow in each new area or something to make them a little harder to get. I'm kinda going with the idea from FFVII, where you needed to gain your 4th limit break somehow, you just couldn't get it normally like the others. Eh, just an idea I thought would be cool.

Glad to finally be contributing a little bit to this awesome project. Expect some more posts from me, in this topic as well as the script topic. I am finally ready to devote myself to this great undertaking. Here's to a great summer!
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on July 05, 2007, 05:37:51 pm
Hello, I'm still alive. Haven't been near internet for awhile. I'll post some screenshots of some newer stuff within a few days. (probably by this weekend) Laterz.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on August 17, 2007, 11:39:00 pm
New Quest Ideas, further developed. Any ideas are welcome.


Valley of the Giants Area (Ayla's Sidequests - she must be present)

Kyrnoea, I'll leave most of this up to you to write, but here's the lowdown.


SEARING CHASM (Ayla Sidequest #1)

Old man: Help! Granddaughter in cave! Lava will get hot soon!
Can't go in because I hurt leg!

Ayla: We help!

Old man: Must hurry! Lava get hot in 20 minutes! (or whatever time, depending on how large I make the dungeon)

Player is warped into Searing Chasm

Player goes through a random dungeon of lava caves fighting tough dinos and collecting
uber rare gems (that randomly appear)

*if girl is not found after 10 minutes, game ends
(it's almost impossible to fail this- you find her after a certain amount of rooms)

anytime after the quest is done you can reenter and collect gems...

After quest::
Old Man: Quickly enter! The lava is cool now! Have 20 minutes!
<Player is warped into Searing Chasm>

After 10 minutes, the Old Man auto appears and takes you out:

Old man: Must hurry! Lava too hot now! Leave quickly!

after you are taken out the wait time is reset to 20 (this way you have to wait to get lots of higher gems seeing as they will be used for item synthing)

Old Man: No enter! The lava is still too hot! Wait X minutes!





RAZORWIND PEAK (Ayla Sidequest #2)

<party climbs Razorwind Peak area>

in the first screens you are climbing a steep mountain path (with random falling boulders -Zelda style)
some parts in the second scene you have to use the Dactyls to fly up to higher parts? (I'm sure I can pull that off)

Razorwind Peak--

Party arrives at peak and sees a large "Dark Dactly" sitting upon the highest point

Quezacoatl: You apes have ravaged this world.
However, we surviors or the great red flame seek
vengence upon all mammals!

Party tries to reason with Quezacoatl, but it is irrelevent


battle:
Quezacoatl flies up in the air, 3 dactlys appear and carry the PCs up into the clouds.
the battle takes place in midair with the pcs riding the dactlys in battle (this might not be possible, if it can't be done, I'll just have the battle take place on the top of the mountain)

Quezacoatl crashes into the peak, the players are carried down by the Dactlys and dropped off at the peak.

more dialoug is said between Quezacoatl and the PCs, then he willfully drops of the peak and plummits to his doom






SUNKEN ZEAL DUNGEON
(Magus Quest #2)

after Crono is revived you can return to Alghetty

the town is resufaced, but the beast's nest is now submerged

some citizens survived (since they're "Earthbound" they have developed natural instinct rather than magical power like the Enlightened Ones have)

they fled while others refused to believe their "instinct", the survivors returned to Alghetty

however, now that zeal palace sank, inhabitants of the ocean have been attacking anyone who returned to Alghetty



they PCs agree to explore the waters and stop the sea creatures


However, they must first find a potion (mixed from herbs) that protects them
from atmospheric pressure aswell as lets them breath underwater. Magus will be required (he needed another quest) and also knows of a potion needed (maybe explains how they were able to go underwater to find the perfect place for the Ocean Palace in the first place)

-- the ingredients needed are scattered all across time eras so you'll spend like an half an hour just trying to get the needed stuff. It may be rare herbs or a few other ingredients. Not sure on this yet. Either way, these should be taken to the guy that synths Magical tabs from herbs. (seeing as I want him to survive the Zeal disaster, he'll probably be in Alghetty)


the underwater Beast's Nest leads now to the Sunken Zeal Ruins instead of Mt. Woe.
(by using some "CopyTiles" tricks, of course)

some places there are battles with Octoriders (the squid with blue imps riding them)
everthing here will cast "dark" status effect (with ink attacks of course!)


Kraken (boss) - pcs meet it and it flips out and attacks them


as per Glennleo's suggestion; after battle it goes berserk and smashes pillars holding up the sunken ruins (destroying all ties to Zeal - this prevents Cronopolis from knowing of Zeal's existance)

the pcs have to escape within 5 mins as parts are collapsing around them
..of course there are battles on the way out!


Elder: Thank you, after we heard a loud rumble from the depths, the creatures have returned to the waters....

pcs talk about how the legacy of Zeal is now gone forever.


Title: Re: Crazy Ideas Thread
Post by: Zakyrus on August 21, 2007, 12:09:17 am
Hey all.
Now that I got more of Kyronea's full text imported. I now have proper formatting.

Example: (just an example not actual dialog)

Gina: Get out of bed this
instant!
Blah.. Blah..

is now:

Gina: Get out of bed this{line break}
   instant!{line break}
   Blah.. Blah..{line break}
(as it should be, right)

{line break} //which causes proper indentation.

I'll keep on this, I just got the Telepod cutscene done with formatting.

Other stuff:
In many areas I am totally redoing.
Right now I have serious motivation to work on Cursed Woods, therefor I am taking total advantage to finish this map.
It won't be a maze like before, but it will be about twice as big....

Now I got some more screenshots of the new version, I'll post them in the map section in a little while.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on August 21, 2007, 03:38:43 am
I'm going to assume that we won't be able to increase amount of locations beyond the amount in the room. (I figured if 8Megs was capable, we could clone and repoint all data)

We will have room for the new areas we want as well as room to expand some existing ones...

Here's the grand expand list(unless further room is available):

Truce Canyon (2x)
Mystic Mountains (3x)
Laruba Village (2x)
Dactyls' Nest (2x)
North Cape(3x)

Enhasa (2x)
Kajar Study & Magic Labs (2x)
Zeal Palace (2x)

Beast's Nest (2.5x)

Sunken Desert (2x for all locations)


New Areas:
Valley of Giants
Searing Chasm
Razorwind Peak

Sunken Zeal (will be Zeal areas with underwater overlay - unless we have spare room to add another tileset)

Fiona's Forest

Cleft of Dimensions areas:
~Mountain of Sorrows
~Magus Castle Ruins (aka the Void)
~Shadow Zeal (or maybe ruined 1999 A.D.?!)  :shock:
~The Village that Time Forgot
~OMEGA (location & Boss)
~The Edge of Enternity (SuperBoss fight)

if we have room, a coliseum and auction house
Title: Re: Crazy Ideas Thread
Post by: Kyronea on August 21, 2007, 03:40:48 am
No, not ruined 1999 A.F. We'd best not dare to step into Crisis territory(though a nod or two towards Crisis would be excellent.)

But let's forget the coliseum and the auction house, and if we have to trim down expansions, we keep only the ones involving Zeal and other really important locations. Places like Truce Canyon are nice, but they can be forgotten if necessary.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on August 21, 2007, 03:59:47 am
No, not ruined 1999 A.F. We'd best not dare to step into Crisis territory(though a nod or two towards Crisis would be excellent.)

Ok.

Quote
But let's forget the coliseum and the auction house, and if we have to trim down expansions, we keep only the ones involving Zeal and other really important locations. Places like Truce Canyon are nice, but they can be forgotten if necessary.

Indeed. Nothing is set in stone except existing dialouge and cutscene enhancements as well as arleady planned sidequests. And Cleft of Dimensions can be trimmed if neccessary I originally wanted it to be the size of the Black Omen :shock:. But a few large maps with tough baddies and a few evil puzzles will suffice.

I can say that at some point we well have more shops, monsters, as well as items (increasing those are much easier than areas and lots of things can be done with items)

Also sad news. ... Unfortunatly Chapter names are limited to 20 characters, so "The Magical Kingdom: Zeal!" appears as "The Magical Kingdom:", also unfortunatly there is no easy way to expand the string (it cuts off completely rather than run off the screen, so when we implement a new and slightly better/smaller font it wouldn't help that much)



Title: Re: Crazy Ideas Thread
Post by: Kyronea on August 21, 2007, 05:10:46 am
"Magic Kingdom: Zeal! should work. Maybe trim that slightly.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on August 21, 2007, 06:30:14 am
Any ideas what I should put in Heckran Caverns/Magic Cave?

Heckran Caverns:

normal enemies:
Octos (always forget name)
Cave Bat
Tempurites


Magic Cave:
Vermin
Vampire Bat
(skeletons of course)

However, we need some kind of events that make each eras version unique. I am thinking of lots of Quartz in Heckran Caves, then lots of another gem (Mystics mined it all -- that's why it's not in 1000 A.F.)

Aside from those things any ideas?
Title: Re: Crazy Ideas Thread
Post by: Kyronea on August 21, 2007, 06:36:05 am
Erm...not really. Maybe some shiny tiles that emphasize the magic or something.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on August 21, 2007, 07:43:09 am
Erm...not really. Maybe some shiny tiles that emphasize the magic or something.

Ok. I'll think of something...
By the way, should we make some more Henchmen and Diablos in Heckran Caverns that are chanting and such? Especially in the Waterfall room, that would be a good place. Then after you complete the area, it's filled with wild enemies such as bats and Tempurites.

We could do simular for the Skeletons in the Magic Cave version and after the Crimson Tainted Blades are defeated have the Vampire Bats and such.
Title: Re: Crazy Ideas Thread
Post by: Kyronea on August 21, 2007, 08:09:11 am
Sure, it makes sense...since we're creating reasons for them to return to these locations--the gems--we might as well toss in enemies.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on August 21, 2007, 08:15:51 am
Sure, it makes sense...since we're creating reasons for them to return to these locations--the gems--we might as well toss in enemies.

Ok. Also, there will be points where the gem spawns will reset back to 0 (after they have been 10 for a while), not sure how or what rate the gems will come back. I'd like to record game time to a value, then add like 30 minutes to that value and if it's been 30 minutes the games would respawn. Still contemplating this (It's doable, rather easy too I believe), I know how the spawn system will work - just not the spawn reset.

Edit:
Also, since we don't have to worry about an auction house, we can make the Elder sell the Sunstone for 1 million Gil if you f*ck up and sell the Jerky to the girl for 10K
Title: Re: Crazy Ideas Thread
Post by: Glennleo on August 21, 2007, 11:48:30 am
Sure, it makes sense...since we're creating reasons for them to return to these locations--the gems--we might as well toss in enemies.

Ok. Also, there will be points where the gem spawns will reset back to 0 (after they have been 10 for a while), not sure how or what rate the gems will come back. I'd like to record game time to a value, then add like 30 minutes to that value and if it's been 30 minutes the games would respawn. Still contemplating this (It's doable, rather easy too I believe), I know how the spawn system will work - just not the spawn reset.

Edit:
Also, since we don't have to worry about an auction house, we can make the Elder sell the Sunstone for 1 million Gil if you f*ck up and sell the Jerky to the girl for 10K

1 Million gil?!  :shock:
I don't ever remember having close to that amount of money in CT. Unless in our version money is easier to come by. Otherwise I'd think 500k or so would be more than enough to put a hurting on your wallet.

Henchman and Diablos sound good for Heckran caves as well.
Title: Re: Crazy Ideas Thread
Post by: Zakyrus on August 21, 2007, 04:06:23 pm
A million is exagerated. We'll see depening on the average amount that we'll have around that point in the game, especially with the scaled gil amounts.