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!
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.