Author Topic: The Chrono Vendian Project  (Read 3946 times)

dclem

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Re: The Chrono Vendian Project
« Reply #30 on: July 26, 2021, 07:03:17 am »
In terms of how smoothly the scenario and gameplay flowing. I've found a way to unify it well and I'm thoroughly enjoying the construction.
More later Currently working on Guardia Forest and Frog, since its be a bit difficult to manifest without an official concept art/model sheet. Many rough sketches have bene tossed around yet none haven't yet "clicked".

dclem

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Re: The Chrono Vendian Project
« Reply #31 on: August 01, 2021, 12:18:51 am »
Is there a article that describes the structure of the Arena of Ages and how its interquel workings?

Thanks in advance.

Boo the Gentleman Caller

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Re: The Chrono Vendian Project
« Reply #32 on: August 01, 2021, 01:15:07 am »

dclem

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Re: The Chrono Vendian Project
« Reply #33 on: August 02, 2021, 04:28:44 pm »
Thank you!
If find this a great chance to expand on the side quest content, switching up a bit how it'll work in CTV.
I do plan on keeping (replicating per zone) the world map. To keep the flow of travel fluid, so things don't appear to suddenly jump from point A to point B. Thee non-linearity must be retained, especially when resting at inns or shopping at markets.

dclem

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Re: The Chrono Vendian Project
« Reply #34 on: September 13, 2021, 11:14:57 pm »
Here is the final (game asset) version of both Crono and Marle.







They are not too far from their CG counterparts (poly size and shader), which is a huge plus considering the engine we use and the modification it allows now.

Still working on the shader system in game, since it not yet supports depth SSS (subsurface scattering) and AO maps. Same goes for the environment map. (Already present).

dclem

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Re: The Chrono Vendian Project
« Reply #35 on: September 13, 2021, 11:37:37 pm »
There are a lot of changes within the game now. Even though we use FFXII as a base engine without having to completely build from scratch, anything related to FFXII won't exist in the game anymore. Details regarding gameplay and latter are listed below and are already set in stone.
  • All single techs are present.
  • Fixed camera angles & (Y-Axis) when viewing up/down.
  • Wait mode is slowed down, not frozen.
  • MP stat is still utilized for techs.
  • Flow of battles is significantly different from its vanilla state.
  • Battle menu changes.
  • Standby party receives ¾ of experience.
  • Experience and Level grow significantly longer to achieve over ~60.
  • A pseudo double/triple tech limit break system with all new limit break animations.
  • The Dream Rift is used to enhance characters, their weapons’ potency, grant permanent enhancements and immunities to certain statuses and more.
  • The Dream Rift has significant visual and effectual changes. The need to select a “board” is omitted upon first use.
  • An overworld hub for each respective era.
  • Equipment grants the same effects as the original.
  • Weapons, enemies and NPCs are distinct and follows the original.
  • New weapon, enemy and NPC 3D models to the original.
  • Script is a hybrid of the Woolsey translation and the DS translation.
  • Both original and orchestrated scores selectable at any time.
  • Fourteen (14) different endings.
  • All seven characters playable. (Robo + all single techs)
  • New Game+, carrying over all the user’s stats, equipment and techs.
  • All armor, stats, key items, equipment, accessories, equipment effects and weapons from the original have been implemented and are usable by their respective users; this includes gender-exclusive equipment.
  • All shops contain the correct order and items.
  • No icons, or other distracting UIs (User interfaces) are present on screen or above characters; this includes statuses. Statuses can be viewed via the battle UI or status menu.
  • All statuses effect have been changed to fit the original, such as the -Lock- status.
  • Stat growth of all characters follow the original as closely and accurately as possible.
  • Robo can now utilize techs, replacing the last reserved character when party-switching.

-Assets and functions removed from the game-
  • License board, gambits, Jobs & Job system, magicks, technicks, scenario & setting, models, enemies, cheats/boosters, hunts, quests, Clan Primer, Achievements, Bestiary, NPCs and the more like it from vanilla are all removed and are not part of the game; the latter are dummied out.
    • No ‘guests’, or summons.
    • No mini-maps, world map or R3 mini-map interfaces.
    • No battle chaining, loot or bazaar.