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.