Do you have dedicated resource(s) working on these assets and the 3D level maps?
I have one. I seek to get at least three for now for maps and at least two for character designers.
However, there is quite high standard for the quality of the assets being created. In terms of style and execution, creating realistic renditions whilst remaining faithful to original art style.
These sound really interesting. ATB3.0 sounded awesome, but these sound cool, too. I'm definitely curious and patiently await until more can be shared/showed!
ATB 3.0 was an interesting concept at glance, however it wasn't as tangible as AEM is now, which made it become derelict very fast.
Not gonna lie, this probably excites me more than anything. Is Robo the only Chrono Trigger PC not making the party this time around?
I have Robo on the reserve, however he would occupy one of the guest character slots, since the six main player character slots have been filled with:
- Crono
- Marle
- Lucca
- Ayla
- Magus
- Frog
I also must point out that Ayla and Frog are the PC with the most focus, purely due to their animation, as I seek to keep their original movement animations as the original; something that is especially critical for Frog. While he has the features of a bipedal and walks as one, animations such as running and attacking are of amphibian, this is an animation aspect that simply cannot be overlooked. Thankfully, animation is also a field that can be modified, so that area is clear.
The Battle SystemThe thought for the battle system was created when I was on break and working on another side project, whilst looking at my past projects; one in particular from 2017. I was thoroughly impressed my own self when I saw just how I managed to implement an ATB system in an game that wasn't even an RPG or had RPG elements.
And of course, studying the foundation of FF7 remake system, which I was shocked to find out didn't even had a name. So, I figured, what would ATB stand for in the FF7 Remake? Since it's not turn based, I figured SE would dubbed ATB in that 'Action Time Battle', so I dubbed it that here.
For a detailed run down of the two battle systems introduced can be found
here and
here.
In par, there are two systems that both work with each other to complete the gameplay design. The best part about it is that it actually works and works well and is very reminisce of FF7 remake. There are only two minor features that are to be implemented:
Slow-motionSlow motion makes the battle run in slow-mo while in 'Wait' mode just as in FF7R. Interesting, the Active Mode here brings about a new challenging to the system that FF7R does feature, which is having the battle go one unstoppable while you house commands, bringing this extra emphasis and adrenaline to battles.
EvadingThis feature is bit of stretch, as
(at least currently) the key button
(on the controller per se) all all reserved with other functions such as the AEM, menu cycling, and other key functions, so controlling the player's evade for blocking incoming enemy attacks is bit more complex to work in, but, for now, the original auto-evading works well with everything else. In short, evading is the only action the player doesn't have to control, everything else, is.
Even the summons behave the same here as in FF7R. However, since it's not Chrono Trigger esque, they too are removed, but the optional bosses as reminiscent of them are still encounterable.
Just as in FF7R, the ability switch characters and issue commands to allies align the gameplay functionality so much that feels new, fresh, unique, intense and finally, engaging.
I do plan on adding variety to the way A.I. allies are handled and controlled by you the player.
For instance, I will have Marle or Magus
(magic users) use their magic whilst a.i. controlled
(if you're controlling as Crono) and when you using Marle/Magus as the leader, they're action execution patterns change from
(Crono) making their actions be e.g., ranged magic attacks, whilst Crono's actions are physical.
To simplify:
- Player controls as Crono.
- Crono's action key execution is physical attacking.
- Player controls as Marle
- Marle's action key execution is magic attacking/ranged.
- *Marle can be controlled and action executed from afar, whilst Crono, now a.i. controlled, is close-ranged, physical attacker.
- Player controls as Lucca
- Lucca's action key execution is ranged physical.
I plan this to be the standard, as currently, as of now, any ally you control,
their action execution will always be attacking.With the above, it would add variety and diversity to whom you control in battle and as a.i. controlled.
*This is the update for the status of Chrono Vendian going forward.