Author Topic: Chrono Spiritual Successor Brainstorm Session (Come and join the fun!)  (Read 38023 times)

tushantin

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Re: Chrono Spiritual Successor Brainstorm Session (Come and join the fun!)
« Reply #225 on: June 25, 2013, 07:21:41 pm »
Yup, I've played the demo.  8)

I actually didn't intend movement to be based on mouse-clicks. I meant just for attacks, similar to most 3D RPG games, such as Ragnarok Online 2: Legend of the Second. You only use the mouse to click stuff and attack.

But of course, that doesn't mean we can't have the mouse-based movement as something optional. We could have a menu where we can "Enable Mouse" for a refined game, and option for "Lock to Target" so that player only follows the mouse. Disable all that, and we've just left simple-keyboard based Zelda-style system (which works too, but which also immensely annoys me) which would assure that we can port it on devices (unless we're using high-quality modern sprites, especially for Retina-display).

EDIT: This should (sort of) illustrate what I'm talking about. Try it out! http://armorgames.com/play/2802/

Hmm! I just hit upon an idea... if battling (and hence wasting time) random creatures for level grinding gives you stat-bonuses, then why not also have a special bonus for avoiding battling creatures? Sure, the players would be able to finish the game quickly (as if we'd allow that -- hah! -- we'll set a few dog-monsters loose at them) but by avoiding creatures, they may receive special abilities, such as "Cloaking" that helps them go invisible, or something like that.
« Last Edit: June 25, 2013, 07:34:02 pm by tushantin »

alfadorredux

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Re: Chrono Spiritual Successor Brainstorm Session (Come and join the fun!)
« Reply #226 on: June 25, 2013, 07:46:06 pm »
Now, I'd like to go back to story and scope for a moment. If we want a small game to start off, a sprawling time travel epic is probably not a good choice...but let's look at sidestory possibilities. That would give us something that ties in with the eventual larger game to create something bigger than either of them alone. At the same time, it needs to be a reasonably complete story, with no more loose ends than necessary.

We could cover the history of any of the eventual characters, of course, but just for the heck of it, let's go back to the prince's friend/girlfriend Liara, lost somewhere in time. So. She lands in the far future. She has the clothes on her back, one valuable piece of jewelry, a knife, and a few magic tricks. No ID, no friends, no prospects.

She pawns her [necklace, probably] to get a bit of money. She finds out where to get fake ID, but it's a shady area of town. This gives us Dungeon #1.

Having gotten the ID, she finds out that it doesn't help her nearly as much as she expected it would—there's no educational or work history to go with it, so she can't get a job unless she wants to 1. wait tables in a dubious bar with implications of prostitution on the side, or 2. join the infantry. She opts for the infantry.

Pulling a page from the David Lynch Dune movie, let's say that fancy shielding tech has made most guns obsolete in the far future—to penetrate a shield, you need something that can keep physical pressure on it for a while, an energy source capable of overloading it (big energy drain if you want more than a few shots), or something that moves more slowly than a bullet. Also, the three-legged race between communications and disrupting same means that drones and other remote-controlled ordnance aren't very reliable most of the time. As a result, swords and spears in the hands of foot soldiers are once again favoured weapons.

There's an opportunity during the military-training segment for tutorials and/or minigames (button-mashing pushups, frex, or gambling at night in the barracks for useful items). The grunts are sent on their last training mission before graduation, and Something Goes Horribly Wrong (natural disaster, enemy attack, AT-AT-oid from the past drops out of Time and onto their heads, etc.), giving us Dungeon #2. Liara manages to distinguish herself during the scramble to get out and is recruited for Special Ops, or something of the sort.

There follow around 3-5 missions, each with a different theme (retrieve the cached information, find out what's inside the building, make sure the hostage doesn't talk—we don't care if you shoot him or rescue him, steal valuable prototype from enemy weapons facility, etc.) Liara continues to distinguish herself, and is promoted. At the same time, she has to conceal the fact that she knows magic, because that would prove she Isn't Who She Says She Is (and probably get her vivisected in the bargain). During her spare time, she can return to Dungeon #1 to level up if she wants to do so.

Her last mission has to 1. tie back into the time travel theme somehow and 2. result in her doing something really impressive against the enemy-of-the-moment of the people she's working for (I'm open to suggestions). She gets a medal for it, and a good-sized bonus. She uses the money to go back to the pawn shop from the beginning of the game and buy back her necklace. The last scene has her opening the attached locket and looking at the picture inside, which is of her and Prince What's-his-name, and reflecting on how she isn't the person in the picture anymore.

One of the bonuses of this kind of story is that it's viable to make many of the NPC designs semi-interchangeable—different heads on one military-uniformed body. Also, we could have a PC party or just Liara as sole protagonist, depending on how we want to go about things.

Boo the Gentleman Caller

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Re: Chrono Spiritual Successor Brainstorm Session (Come and join the fun!)
« Reply #227 on: March 02, 2025, 07:07:17 pm »
A spambot revived this thread on accident, and after deleting the spam post, I thought it'd be fun to reinvigorate this topic (at least with those still posting here).

While I think Another Eden and Final Fantasy Dimensions II are probably the best Chrono spiritual successors we'll get (at least those from Square Enix and the remainders of the Dream Team), there are a few things I'd love to see...

  • I really want that simplistic jRPG gameplay. I don't need tons of fancy bells and whistles and evolutions of combat, but give me double and triple techs and some LIGHT customization there.
  • Give me SNES/PSX-era pixel arts, and I'd even be okay with 2D-3D like Octopath Traveler and the recent Dragon Quest 3 Remake.
  • A tight storyline akin to Trigger - perfectly balanced in tone, length, and difficulty. I don't need to spend 200 hours on the game or a vast open world to explore.
  • Give me a small, focused cast of 7-9 characters with meaningful storylines. I don't need a ton of optional characters (I'm looking at you Another Eden and Chrono Cross), and make the characters I have meaningful.
  • Give me time travel. No multiverse, no dimensional travel, just good ol' plain time-traveling fun. And make it so that you can change more things than in Trigger. Trigger had a few optional things where you could influence history, for example the outlook between Humans and Mystics after the Mystic War, etc. I'd love more of these options./li]

Rexius55

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Re: Chrono Spiritual Successor Brainstorm Session (Come and join the fun!)
« Reply #228 on: March 02, 2025, 07:51:34 pm »
I've had an idea for a spiritual successor to Trigger for a while now. Not gonna reveal much because I would like to eventually work on it after my current few projects I'm a part of, but...

- It'd be heavily inspired by late 90s/early 2000s hip-hop and anime, ala Samurai Champloo, Cowboy Bebop, early Bleach, etc.

- Would feature a soundtrack inspired by music by Nujabes, fat jon, MF DOOM, The Boondocks' soundtrack, No More Heroes, breakcore and more, both in the original CT sound engine and arranged

- Take inspiration from parts of Japanese traditional culture and mythology as well as a couple plot devices from Chrono Cross and select characters from Chrono Trigger and Cross reappearing and taking importance in the plot

- Feature a mostly new cast and a combo of different times and alternate realities

- Would lead some into Cross' story but with some parts tweaked to ease the issues with that game's lore and writing that just personally bother me a bit

- Would expand on the properties of magic in the Chrono world and how they can differ in various regions

Don't want to spoil much of anything, as the story and characters have been something I've worked pretty thoroughly on. However, I will say that the game's presentation would be much of what I would focus on. Vibes and area designs that sometimes make the player just stop and look for a moment. It would be more akin to Chrono Trigger and be very 2D (though, I'm going to end up working on some 2D-on-3D projects like that of some of the Square Enix pixel remakes, so it could be in a style like that).

It'd be a bit of a different game and feel compared to Trigger and Cross, bridging those two stories together and mending a few of the writing issues that personally feel wonky and rough in Cross. One story thing: it would partially focus on a certain blonde-haired girl's origins, how she gains a certain connection to someone else and a special object. The game would show the start of her bloody history with a corrupt, militarized nation and the man from the past who wields its magical and technological power to kill and conquer.

Everything I've thought up and created is something I hope to make into a game one day, prob in Unreal Engine since I know it decently well. Samurai Champloo mostly inspired this whole idea and, as a sound-hacker, I got very curious at the idea of creating a tool to easily create music in Chrono Trigger to see if I could create late 90s/early 00's hip-hop, breakcore and such music that would push the sound engine to its limits. We'll see if I ever actually make this, but lmk what you'd think of a successor like this. Something pretty different from what Trigger and Cross are but with the same kinda spirit.
« Last Edit: March 02, 2025, 07:59:56 pm by Rexius55 »