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31
Chrono Vendian / Re: Chrono Vendian Updates & Progress
« Last post by dclem on July 17, 2021, 12:05:49 am »
Regarding all the bugs you've cleared, how the heck do you all work so efficiently and so fast?!?!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

So it's not a massive team, but a team sizeable enough to fit the budget and deliver quality assets needed to see the project to a successful launch.
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Kajar Laboratories / Re: The Chrono Vendian Project
« Last post by kaionaziozeno on July 16, 2021, 07:20:35 pm »
Quote
I'm really excited about this project. Looks absolutely beautiful.

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

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

Exactly. And I hope that this one makes the community thrills, just like CT:Resurrection did (but I expect that this one could have a different end). I can't say that i'm not concerned with SQEX forgetting the franchise year after year.
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Chrono Vendian / Re: Chrono Vendian Updates & Progress
« Last post by Boo the Gentleman Caller on July 16, 2021, 05:51:42 pm »
Regarding all the bugs you've cleared, how the heck do you all work so efficiently and so fast?!?!

And how big is the team, if you don't mind me asking.
34
Kajar Laboratories / Re: The Chrono Vendian Project
« Last post by Boo the Gentleman Caller on July 16, 2021, 05:47:01 pm »
Quote
I'm really excited about this project. Looks absolutely beautiful.

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

I know, right? This project has re-invigorated me in regards to fan projects.
35
Kajar Laboratories / Re: The Chrono Vendian Project
« Last post by kaionaziozeno on July 16, 2021, 05:24:08 pm »
I'm really excited about this project. Looks absolutely beautiful.

And I hope that this one can be finished without a C&D.
36
Oh, souds good.
37
News Submissions / Re: Not mine, but had to share - guitar cover corridors of time
« Last post by trig on July 16, 2021, 02:44:02 pm »
woooaahh 0:53 was really tasteful. tasty. nice.
38
Chrono Trigger Modification / Re: Crimson Echoes Plus
« Last post by Boo the Gentleman Caller on July 16, 2021, 11:32:54 am »
Yeah, I am loving the anime-ending Lucca. Plus, the sprite sheet is like 85% complete!

TheMage, you made this, didn't you? Looks sooo good!
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Chrono Vendian / Re: Chrono Vendian Updates & Progress
« Last post by dclem on July 15, 2021, 10:27:26 pm »
The engine changes keep sounding better! Between graphical enhancements (I didn't realize you could introduce new shaders to the FFXII engine!) and the combat changes, the Materium system sounds awesome.

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

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

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

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

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

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

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

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


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

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

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

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

Limits are linked to a character's ATB, when the MP runs out however spells and magic cannot be used. The required ATB for the Limit to be used is mandatory. Since the ATB charges over time in fights, and enhancements to ATB can be increased (via the Materium Crystarium) it won't take long for a character to refill their ATB gauges and have their acquired limits available to use again (their MP is significant as well).
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Chrono Trigger Modification / Re: Crimson Echoes Plus
« Last post by Mauron on July 15, 2021, 05:57:02 pm »
Nice Lucca.
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