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Messages - dclem

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

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

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

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

On that—he controls are in fact different than the rest. Since the sfx attachment is on this specific slot, the weapons too will have the effects attached. It makes sense given the sprint animation in Chrono Trigger is different than the rest.

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Kajar Laboratories / Re: The Chrono Vendian Project
« on: March 18, 2021, 04:47:19 am »

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Chrono Vendian / Re: Chrono Vendian Updates & Progress
« on: March 18, 2021, 04:46:18 am »
Update ~03/18/2021~
~87% Overall. Progress is calculated between the pace of the first-world era events/locations/scripts/actions etc. and the events ahead of it. Going forward after exploration marks the point of no return. With newly reserved space, it would not go to waste.

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

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

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

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

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


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


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

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

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

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

•Original ATB 3.0 subtraction of automated gambits will remain an option.

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Chrono Vendian / Re: Chrono Vendian Updates & Progress
« on: March 18, 2021, 04:25:22 am »
I am glad you liked the idea, I studied in the field of quantum physics a lot so I guess we can set stuff up for time travel mechanics to be realistic if you would like.

With the main scenario complete, now's the time for extra side content.

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Chrono Vendian / Re: Chrono Vendian Updates & Progress
« on: February 18, 2021, 01:03:48 pm »
Wow you guys worked so fast on it.
TBH
I was working with SE after the C&D letter we got from CE to revive Chrono Break. But they told me the story I wrote for it was too mature. And now the make FFXVI that's like so dark.
It kinda bugs me. So I ended up quitting.
I am just good at writing stories. If you need any help with the plot and time travel mechanics if you wanna change anything just say it. I am no longer affiliated with any game company. I just wanna write stories.
I figured something out that Serge was Crono and Magus at the same time. Somehow their souls got thrown into another universe. While Lynx was Magus and Serge was Crono.
They were just reincarnations of them after aeons in an alternate timeline.
Especially how Magus was sent after Chrono Trigger DS. I am pretty sure he was sent to Cross dimension as Lynx. I am not sure if anyone had a theory like that in here.

It is almost shorter than planned due to implementation and pacing of the game and having events execute as expected. CV is has been the testing ground for what's possible to which extent, and anything after that defines further capabilities as everything about the game is familiarized well.
If after things are set in stone; in terms of additional content for CV, which is typically a must to prevent much linearity, this could be arranged indeed.

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Chrono Vendian / Re: Chrono Vendian Updates & Progress
« on: February 15, 2021, 03:06:07 pm »
This looks amazing! Thanks so much for sharing the update! I'm loving the Crono model!

eWhitewolf is doing an amazing job in retaining the design and rendition. Very open communication.
Before topology and before textures. Now entering topo, at the end, will bring updates Crono as well as to Marle and Lucca.

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Chrono Vendian / Re: Chrono Vendian Updates & Progress
« on: February 12, 2021, 08:53:16 pm »
Update ~02/12/2021~
~84% Overall. Progress is calculated between the pace of the first-world era events/locations/scripts/actions etc. and the events ahead of it. Going forward after exploration marks the point of no return. With newly reserved space, it would not go to waste.

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



However, due to unavailability another artist on the team, eWhitewolf as taken the mantle—creating most of the characters and NPCs, with the design style heavily inspired by that of Tetsuya Nomura.

Crono's progress under supervision:







This is ~25%. The game texture limit that will be used is 6K. Capability goes up to 16K/standard DX11 render texture, but for now limited to no higher than 6K textures, 4K textures for maps.
The remastered engine is already quite heavy averaging peak of ~8GB VRAM.
So far there are two variations of characters models, one for in game and one for FMV. We hope to ear the availability of Grassetti to have initial rendition for cutscenes, if it not it will be used this game model instead.

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

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

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

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Chrono Vendian / Re: Chrono Vendian Updates & Progress
« on: February 02, 2021, 06:58:59 am »
**Insert drooling here**

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

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

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

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

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

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

To refresh on Dual-Tech Mechanic:

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

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

EDIT: Whoops, did it again. :oops:

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Kajar Laboratories / Re: The Chrono Vendian Project
« on: February 02, 2021, 06:46:20 am »
Quote
I tend to halt updates until significant progress has been made in either visual, or gameplay categories. I expect February to be quite busy, thus a bigger update.

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

Exactly right.

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Chrono Vendian / Re: Chrono Vendian Updates & Progress
« on: February 01, 2021, 03:57:57 am »
Just watched the video -- it looks amazing! WOW WOW WOW! The Chrono Compendium is definitely doing to support this project as much as we can; please make sure you continue to communicate both progress and any needs we can do to assist with marketing, etc.

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

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

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

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

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

To name a Few:

Crono
Cyclone
Blitz Frenzy
Lightning Luminary

Marle
Ice Twister
Antipode Bomb II
Icefall

Lucca
Phlegethon
Flare Tornado
Antipode Bomb III

EDIT: I accidentally selected Modify post of your post, @Boo the Gentleman Caller, when I meant to select 'Quote'.  :oops:

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Kajar Laboratories / Re: The Chrono Vendian Project
« on: February 01, 2021, 03:46:54 am »
Nice! So this isn't a full sequel to Chrono Trigger, rather an alternate timeline (a la Radical Dreamers) branching off the banishment from Zeal. I like it! Sounds interesting!

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

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

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

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

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

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

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

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

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

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

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

I tend to halt updates until significant progress has been made in either visual, or gameplay categories. I expect February to be quite busy, thus a bigger update.

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Kajar Laboratories / Re: The Chrono Vendian Project
« on: January 31, 2021, 04:12:17 am »
This is looking fairly interesting and I'm happy to see visual progress like that. The battle system, to me, feels a lot like Seiken Densetsu where you wander until an enemy appears then you're able to attack. I'm guessing that's how later Final Fantasy's are like? I haven't played a single FF since FF6 so anything new is beyond me.

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

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

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

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

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

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

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

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

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

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

Arrival and connection to Chrono Trigger:

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

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Chrono Vendian / Re: Chrono Vendian Updates & Progress
« on: January 31, 2021, 03:21:40 am »
Can I join the project?  :lol:

As we love more members on the team, concepts, design and programming (base) have been completed, with the main areas left being art assets and improving gameplay mechanics to feel less as FFXII's automated gambits, and more interactive real-time turn based akin.
Nevertheless the door is always open! What do you have in mind for Chrono Vendian? An open door allows critique, improvements and overall better experience going forward.

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Chrono Vendian / Re: Chrono Vendian Updates & Progress
« on: January 30, 2021, 07:17:49 am »
Update ~01/30/2021~
~77% Overall. Progress is calculated between the pace of the first-world era events/locations/scripts/actions etc. and the events ahead of it. Going forward after exploration marks the point of no return. With newly reserved space, it would not go to waste.
-Gameplay updates-

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

Here's a brief test example:

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

(using temp. placeholder models for demonstration purposes)

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

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

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

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

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

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

•Locations of the Vendian Era (that is 635000000 B.C.) were initially merged in old Ivalice locations of the original game. They replaced FFXII's 'The Feywood' map, where the game would start at initially. These Vendian locations are new and have been moved elsewhere to explore. Space now used in FFXII's original maps, hence the now limited to six (6) zones as of late. The start location remains the same, and is just before the new ones (safety measure).

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