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Messages - HadesKane

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Square will be releasing patches to fix graphical issues and to allow PC users to use more classic style graphics on the game.

News Submissions / Re: Takashi Tokita on Chrono Triggers Endings
« on: January 10, 2018, 05:32:34 pm »
Oh that is pretty amazing... I might have to print that up real big and hang it on my wall :p

Characters, Plot, and Themes / Re: Construction after 1999 AD.
« on: January 10, 2018, 05:31:36 pm »
Maybe its less "guided" as it is taking the opportunity to improve things or insert specific genetic sequences when such a thing would be advantageous.

Take for instance Lavos is WHY Humans became the dominant species of the planet over the Reptites, and Lavos altered the Human genome and that's why Humans could use magic... Perhaps he could see that Reptites wouldn't be as favorable toward his ends as Humans, and so Humans were given a nudge to overrule the Reptites.  It could be argued Reptites would have led a more harmonious existence with the planet, and would have either caused less destruction to the planet (and thus being less favorable to Lavos as the planet's defenses would be less weakened) or that along with a more harmonious relationship with the planet they would have been more attuned to the presence of Lavos and taken action during a much earlier time in its maturity when it would have presumably been weaker.

Characters, Plot, and Themes / Re: Construction after 1999 AD.
« on: January 03, 2018, 12:55:19 pm »
I always assumed the continental shift was the result of Lavos' "eruption" in 1999.

Similar to how Kefka's rampage midway through FF6 led to the World of Ruin and significant continental changes, there.

I've also always assumed (I don't know if there's any REASON to think this, or any material disproving it, either) that Lavos basically reached full maturity and when he erupted out of the ground, this was effectively him reaching the end of his life cycle.  He guided evolution to its final course, he completed his end-game and the Earth was no longer worth anything, and that in his eruption he was basically releasing his perfected "spawn" into space to continue the spread and life cycle of the species.... Similar to how some species die very shortly after giving birth.

If the party chooses to encounter him in 2300 AD, I figure that's one of those "he would be dead soon anyway" kind of situations.

If there's something canon that contradicts these assumptions, I'd love for it to be brought to my attention.

News Submissions / Takashi Tokita on Chrono Triggers Endings
« on: December 22, 2017, 11:43:03 am »

"It has to be the ending where you lose the Epoch and everyone is unable to see one another, ever again," he told me via email. "The fact that the game is coming to an end, and the fact that the characters are saying their goodbyes are in sync, and Iím sure those who have played the game can share the sadness and memories." An interesting answer, but that's not all.

"I personally like the face-off between Frog and the Fiendlord (Magus), which is a portion of the game I created," he continued. "It was depicted solely with sound effects throughout the credits, and itís unclear as to who ultimately won the battle. Itís very minimal, but I feel like it turned into an impactful ending."

Oh nice, thanks for the additional info :)

News Submissions / Chrono Break Lives on in Final Fantasy Dimensions II?
« on: December 21, 2017, 11:39:05 am »

During a recent interview with Chrono Trigger director Takashi Tokita, I asked if RPG fans will ever see another Chrono Trigger game. His answer was interesting to say the least.

"There was actually a time when I planned a new title called Chrono Break," Tokita explained via email. "Though it was canceled before accomplishing anything, the overall idea for the title was carried over to my latest game, Final Fantasy Dimensions II. Aemoís character setting and the balance between the three characters at the beginningÖthese were based on the original concept [for Chrono Break] but were reworked for this title."

Chrono Break is the name of a trademark registered by Square Co. back in 2001, but the trademark was allowed to expire and the game was never made. Still, it's nice to know that it manages to live on in another dimension. Final Fantasy Dimensions II is currently available on iOS and Android.

Magic, Elements, and Technology / Re: Evolution of Mystics
« on: August 08, 2017, 01:39:09 pm »
I never bought that Lavos manipulated the planet's evolution, or created humans as they are when slaughtered.

Really all I have to say about this particular point is that the series plainly states to the contrary and clearly establishes this as canon...

As far as the why behind it all?

I've always taken it that Lavos is effectively the ultimate evolutionary creature / species in the universe... it finds a planet, burrows into it, and then manipulates/guides the DNA and evolutionary path of the creates to create both the most amount of variance AND to maximize the genetic potential of the species.  Why do it in such a way?  He uses the DNA of these creatures to evolve and improve himself, but if he can guide/manipulate the source of these creatures to reach their full, most powerful potential (or to speed it up, it would stand to reason there is an limit on his lifespan or the time such a creature can gestate), then he is mining a rich, powerful DNA source.  Why not just do that to his spawn?  Genetics teach us that genetic variation is key to success, he'd effectively be inbreeding if he just manipulated his own spawn.  By collecting and using the DNA of an entire planet, that's a ton of genetic variance.  Then repeats the cycle by sending spawn to other planets to manipulate, guide, and use/store the entire genetic make up of every living planet?  The impulse for genetic perfection and variation seems built into the very core of the concept of the creature.

And within the Chrono series, Humans as they are recognized DO owe their existence to Lavos.  That isn't to say that Humans wouldn't have eventually evolved into a similar form as they did later, but its also important to note that if you defeat Lavos at the earliest point in the timeline the ending of the game has everyone as Reptites, so it seemed that Humans "winning" the struggle to become the dominant life form on the planet ONLY happened because of Lavos AND the travelers defeating Azala.  Keep in mind, too, that Dinopolis is from a reality where either Lavos never fell or was defeated at this point.

What is left for a direct sequel to explore?

I've posted before an idea or general thought process on where another game could go, which heavily involves Belthasar effectively serving as puppet master for everything that transpired after the Time Crash.  I'll just copy/paste the relevant parts of a previous post...

Ultimately the final villain would be Belthasar.  My idea rests on the idea that the first two games (and really, more Cross than Trigger) was about Belthasar's machinations to ensure the defeat of Lavos fully and completely, and in this third game, he would be completely gone and not a concern any longer.  But can you imagine what being able to have the power and intelligence to engineer things in a manner such as Belthasar had?

That's about as close to absolute power as one gets, and you know what they say about absolute power corrupting absolutely.

And while it would be that Belthasar started off with good intentions (CT) by the time Chrono Cross rolled around and all his plans started unfolding and he got the taste of manipulating and ultimately controlling not only people's individual lives but time and space/dimensions as well?  That became a taste of power he wasn't keen to let go of.

From here, I've had a few competing ideas, but my favorite would involve his return to Chronopolis in the future and him being the master/boss Belthasar that then coordinates with his younger selves in various eras in order to control/manipulate things from all sides, which would see the party in Chrono 3 (likely consisting primarily of a few new characters, sprinkled with party members from the two previous games that you'd pick up during the course of the game) having an opportunity to travel through most of the eras of the previous games (namely, 12,000bc, 1000ad, and 2300ad) but finally getting to truly explore and experience 2300ad in its non lavos destroyed form (especially and particularly Chronopolis).  Some measure of dimension/timeline hopping as well would be good, and a good way to tie into the plots of Chrono Cross (although understanding that the dimensions/timelines were merged in Chrono Cross, it would take perhaps examining the smaller theme of the game of the "dying timelines" or the timelines that were erased or were being erased by the actions of the party in CT to tie that in... and an opportunity to hop into the timeline that Dinopolis came from would be very interesting as well, and a chance to pick up a Reptite as a party member).

Overall though, it may not be perfect, but I think it'd be a fantastic way to tie in all three games into a cohesive narrative, and be an interesting, unexpected, but completely sensible twist in ultimately making Belthasar the biggest and most powerful threat of the series.  Afterall, he may not be the man who physically defeated Lavos, but for all intents and purposes, he can be viewed as the man who overcame this being.

Chrono Compendium Discussion / Re: Chrono Compendium... Is the end near?
« on: August 04, 2017, 01:41:13 pm »
I've been paranoid about the site going down, too... I've been meaning to do a siterip for a long time now... just in case, but never remember to actually do it.

I visit the site weekly (there are some times its a near daily visit for me) but don't post much... maybe I should post more?

But I've been working on my own "fan project" for a long, long time (I've posted about it before, its a Final Fantasy / Chrono series based MUD [Multi-User Dungeon - text based, online, multiplayer RPG] but it will never really ever be finished... MUDs don't ever really ever get "done" as its essentially a perpetual project you ALWAYS add to, expand, develop, etc.) and this site has been an absolutely invaluable resource for me.

Even if I siterip, I'll still visit the site just as much, my offline backup copy would just be a backup.  I don't know if it really matters if the site receives "hits" or not, but with as useful and valuable as the site has been for me over the last several years, I'm happy to "give back" in any way I can.

General Discussion / Re: I Am Setsuna - 40% Off This Weekend!
« on: February 19, 2017, 04:43:00 pm »
Happy to share :)

I appreciated a lot of the smaller nods, too, that was sprinkled all throughout the items and such as well, like the "Ioka Sword" that was a giant log, or the Lucca's Rod...

General Discussion / Re: I Am Setsuna - 40% Off This Weekend!
« on: February 18, 2017, 12:33:32 pm »

Unless you are just desperate for some heavy Chrono nostalgia, I don't recommend it at that price.

Its a good game, and it HEAVILY evokes many, many aspects of the Chrono series (more Trigger than Cross, but their "spritnite" system is very reminiscent of "elements" from Cross), and there are a few story beats that draw from Chrono as well.

General Discussion / I Am Setsuna - 40% Off This Weekend!
« on: February 17, 2017, 11:07:48 pm »
This weekend Steam is having a big Square Enix sale... I Am Setsuna is 40% off ($23.99) which I think is a very good price point for the game.  I wouldn't recommend it at its full price, but its well worth this.

Kajar Laboratories / Re: Text Based, Online, Multiplayer Fan Project
« on: February 12, 2017, 03:16:48 pm »

Speaking of overall world, here are two maps that chart out the majority of our towns and dungeons (the ones accessible from the map, many are accessible within other areas).

I chose the color coded one here to show the three major government territories (gold is Guardia, red is The Empire, blue is Shin-Ra)

There are more dungeons accessible from the world map than are represented here.  Specifically where you may notice the Moonlight Forest to the east, that is considered the last "mapped" edge of the explored frontier in that region of the world.  Several areas exist beyond that point, leading past Mt Denadoro and to where Fort Dragonia is located (the roundish mountain range directly south of where Moonlight Forest is).  Likewise, the areas past Bone Village / Sleeping Forest are considered to be unmapped, but they follow the same route of areas from FF7 on through to the Northern Crater (Mt. Gagazet is located in that range of areas, as well, and we have all of that complete up to Icicle Inn, still have Great Glacier and the crater itself to complete).

Of course, those are just photoshop created maps for reference.  And since I'm talking about maps, here are some shots of the actual world map.

This is an example of how navigating the map looks in motion:

The map goes through day/night cycles along with the rest of the game:

And this is a larger "screenshot" type of image of the entirety of the Zeal map, although in-game there is sky/cloud representation in the "black" areas between the continents that also change depending on the time of the day (in fact, this is the only region of the game that goes through an "hourly" visual change as the sun rises and sets).  The "view" of the map is similar in size to the ones shown below, but this just shows the overall view.

This is the actual view of Zeal on the eastern edge of the main continent with the daytime / sunset / nighttime / sunrise effect animated.  I just took three frames from each just to illustrate, this doesn't represent how frequent or proportionally how long each color palette lasts in relation to one another.

Fort Dragonia on to Zeal is the culmination of years worth of work, and is among my proudest accomplishments area-wise on the game, so I'm happy to be able to show some of this off to others that I know are as enthusiastic about the Chrono series as I am :)

Kajar Laboratories / Re: Text Based, Online, Multiplayer Fan Project
« on: February 11, 2017, 01:51:22 pm »
Glad to see some interest :)

There isn't much randomization in any aspect of our leveling system.

Characters have 4 "core" stats (PWR, WIL, AGI, VIT) along with HP and MP.  When you level, you gain "AP" which can then be spent between core stats and learning new skills.  Core stats cost 10 AP to increase while increasing skills you already know or are a class default is 1 AP and goes up a percentage based on your WIL.  If you are picking up a skill you don't already know, that costs 10 AP for the initial pick-up.  AP gain per level is a base of 10, plus AP based on your level, and there is a modifier based on your class for the chance to "roll" an extra AP for that level gain, which is the randomization I spoke of, but the end result in differences for a character with a high vs. a low roll over the course of their character is only slight, and there are other ways to compensate for low stats and even lower AP gain (I didn't mention in my previous post that many of the sealed chests have tabs like in CT, a handful of which give additional AP).

HP is derived directly from a combination of your VIT and level, while MP is derived directly from a combination of your WIL and level.  There is no randomization here at all, and increasing VIT or WIL does give full retroactive bonuses to HP/MP when they are increased.

Its also important to note that the stats have no effective stat cap.  They can't be raised beyond 255, but using every available method of AP gain, its actually impossible to get even a single stat to that, so this really helps a character steer toward whatever play style they prefer.  We even have had a few Mages pump into physical stats and use their buffs (like fast and giant strength) to further maximize their physical capabilities.

As far as the "oh crap, I've invested a lot of time into my character and I realize now it sucks" concern... we have an optional "respec" system in place which (under normal circumstances) a player has 3 respecs available to them throughout the life of their character.  When you create, you have until level 20 for a no-cost respec, which will pull 5 points out of each of your core stats in exchange for 200 AP that you can redistribute anyway you would like.  Another respec is available at both class promotions (level 50-55 & level 80-85), which will also pull 5 out of each core stat, but you are given 175 AP to use however you'd like (the 25 AP less is considered the "cost" for the respec).  We are also considering and will likely implement a system by which a player can delete a character and apply some percentage of that character's experience into an advantage for the new character, whether it be a reduction in the amount of EXP needed to level for a certain time or an increase in EXP gained.  This is still in the brainstorming stages, though, but we are sympathetic to the concern of someone feeling like they've wasted their time on a character.  I suspect the respec option will go a long way toward keeping that to a minimum, however.

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