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Chrono Crisis

Zoom

Member

This sort of thing is fantastic and will fall under the more microscopic of our scrutinies. I must remember to do my next project with that level of detail. (Putting reflections of the wallhangings in the floor is a stroke of genius. I doubt any of the rest of us were planning anything of that sort despite our being a reflective sort.)
 
Thanks for all the comments, progress is finally at the point where I'm liking how things are going. Now it's time to unveil our idea for the battle system! Keep in mind that this is just a rough outline, and it's only to share our ideas for it, the focus isn't on the actual design right now.

Before I begin, I want to start by pointing something out, because I'm sure the question will come up.

The original CT battle system, as awesome and badassed as it was, may be VERY difficult to impliment into Crisis because of some system ideas we have, plus the sheer sprite load. We've opted for a system that sort of marries Trigger's with Cross's. Mind you, the mockups that follow are VERY crude. XD Lena also used the japanese names for Chrono and Marl (Crono and Marle) just for the mockup, so don't be alarmed! ^^'

~Note: In the final version, all characters will have animated battle poses, and the monsters will be repesented with animated sprites, not stills. BTW--meet Mr. Eyeball monster, by the one and only Validus! (Isn't he just awesome? XD)

And now for screenies made by the one and only Lena Andreia!

http://www.aliasworkshop.com/transfer/l ... NORMAL.jpg[/IMG]

Normal battle demo 1

http://www.aliasworkshop.com/transfer/l ... NOINFO.jpg[/IMG]

Normal battle demo 2

http://www.aliasworkshop.com/transfer/l ... E_BOSS.jpg[/IMG]

Demo for boss battle

How it will work

What we've decided so far is that we will keep the combo system from Cross, and more closely match it with the flexibility of the dual/triple techs from Trigger. The system is based on exhaustion, so you can attack until all of those little squares go away. Certain characters have more stamina than others--and remember, more strength doesn't nessessarily result in more energy.

What about techs?

Here's where we expand. Cross is critisized for having sort of a watered down version of the Xenogears battle system. We're going to bring back an element from that system that was very fun--command input techs. In short, techs in Crisis will NOT cost MP. They're free--they just cost exhaustion, and of course, your own skill to input them correctly. Magic will be handled in a seperate menu that is not shown in these mockups (it'll appear between Fight and Item). You can access your tech list to see the combos you need by hitting "X" (or whichever button we denote as X. XD I'm still hoping we CAN get controllers to work with this, as it'll make this much easier for everyone involved.)

Another idea I'm playing with is simply having you select the tech you want from the "X" menu, and then it prompts you for the commands. A little less action based.

Duals and Triples?

Another place where Cross was sort of "meh". Crisis will have at least as many, if not more dual and triple techniques than Chrono Trigger. This, I promise. How will they work?

During your tech, there will be a point where you are prompted to push the action key (enter, or "A"), if another character has enough stamina to join in. Since the higher level techs take a LOT of stamina, there may be turns you have to rest with the other characters in order to save up enough to act as one force. In the case of a triple, you'll be prompted to hit the command button twice. The action will freeze, and you can put in the commands for the other characters. If successful, a combo will be launched.

Magic techs will work the same way they did in Trigger--through menu hopping. They will also cost MP.

After each battle, you're awarded EXP (for your levels, of course!) and TP (EXP for your techs). Techs are innately learned, and not equipped (so no element grids). Unlike Trigger, you can pick and choose where you allocate your TP. Techs can be leveled up to do more damage, and TP are also required to learn techs. To learn a new tech, you must not only have enough TP to unlock it, but the required levels in prerequisite techs, if indicated.

http://www.aliasworkshop.com/transfer/l ... LLDEM7.jpg[/IMG]

Benefits of leveling up Techs

In addition to doing more damage, having a greater chance of inflicting a status ailment, or healing more damage (depending on the tech), some techs can also give you bonuses. A character is naturally attuned towards certain strengths (For example, Xavier is more attuned to physical attacks, while Celia is more attuned to magical attacks). By learning techs and spells, bonuses are added to your character's core stats--attack, defense, speed, magic, and magic defense.

That's it for now... If you have any comments or concerns, post them here and I'll address them. Remember--these are just the sparks of ideas, so we don't have demos or anything. XD If you have any ideas that you think would be cool to add, go ahead and point those out too! ^^
 

Xer

Member

I love the concept, it definatly sounds like it will bring back good memories and create some new ones. The only thing I'm a little disapointed with is that the battles don't happen on map. Couldn't you just have the battlers always set up like the sideview system at the begining of battle? It would lighten the sprite load by not having to do attack animations for every direction, and you'll have the ones you need because its basically sideview but on the map. Just an idea though, I don't know if it would work on screen. The menu looks great as well. Keep it coming.
 
I actually liked Cross's battle system better than trigger so that was a good call.
The battle sprites are a little tiney though, compared to the battle background and the enemy battlers and just in general consider the size of RMXP's screen, you know?
I like the tech idea based on exhaustion, you might want to look into this script here:
http://www.rmxp.org/forums/showthread.php?t=6226
It sounds similiar in practice to want you plan on making. Of course if your plan was to script everything yourself ignore this.
 
The only thing about that is, we have some pretty cool bosses planned, and facing them all sideways on the maps would look really really akward. We hate to let that part of the battle system go, but there's really no good way to do it with what we have planned.
 
I wasnt suggesting the background was what needed changing or that it should be a seemless transition from map to battle or anything. But that, considering the talent you have working on this and the fact that you're not going to attempt a seemless transition from map graphics to battle graphics, it'd look a lot better to use slightly larger battler graphics for the characters instead of the same ones from the feild map. Plus, other than the guy at the bottom, they're just sort of standing around but with larger graphics you could give them ore dynamic stances.
 
That comment wasn't aimed at you, ryanwh , I didn't even see you reply the first time. XD That was to Xer about making the battles on the map.

Lena's doing a mock up of the new battle stances right now to show, and the images here actually got scaled down a little, so everything looks smaller. The battle backgrounds will be made to fit the characters and such better.
 
It's looking like Chrono Cross with the Heavy Medium Weak and Tech Things.
Not that that's a bad thing, I preferred the Battle System in Cross.
 

Xer

Member

Chains Of Fate said:
The only thing about that is, we have some pretty cool bosses planned, and facing them all sideways on the maps would look really really akward. We hate to let that part of the battle system go, but there's really no good way to do it with what we have planned.

Ah I see, well if the bosses have a nice setup then it should make up for the loss. I am assuming that enemies will be viewable on the maps and will go into battle like Cross, or will they be random?
Another thing, on the second screen on the battle layout it's missing the enemy stat box. Does it go away and come back, or are they two seperate designs?
 
Xer said:
Ah I see, well if the bosses have a nice setup then it should make up for the loss. I am assuming that enemies will be viewable on the maps and will go into battle like Cross, or will they be random?
Another thing, on the second screen on the battle layout it's missing the enemy stat box. Does it go away and come back, or are they two seperate designs?

Or you probably need to activate it by having an item equipped etc. ;)
 

Anonymous

Guest

Holy shit... I've been gone for quite a while, returning for reasons to make a post, and finally I've found one! Looks... So... Awesome!

If you don't Finnish this, I will personally hunt you down and slit your throat... >_<
 
..::D::.. said:
Holy shit... I've been gone for quite a while, returning for reasons to make a post, and finally I've found one! Looks... So... Awesome!

If you don't Finnish this, I will personally hunt you down and slit your throat... >_<

It's been in the works for 4 years (probably 3 or 2 since he switched to rmxp) So I don't think that he will quit, deffinatly after his team's hard work and.. time taking.
 
Ah I see, well if the bosses have a nice setup then it should make up for the loss. I am assuming that enemies will be viewable on the maps and will go into battle like Cross, or will they be random?
Another thing, on the second screen on the battle layout it's missing the enemy stat box. Does it go away and come back, or are they two seperate designs?

It's two seperate designs. However if we go with the enemy box, you'll probably have to defeat the enemy a first time before it will appear.

Yes, enemies will be viewable on the maps and going into battles will be like in Chrono Cross.

It's looking like Chrono Cross with the Heavy Medium Weak and Tech Things.
Not that that's a bad thing, I preferred the Battle System in Cross.

It'll be more like in Xenogears, where you can input commands like "Weak Weak Strong" to initiate physical techs, as opposed to regular attacking, just on different levels of power that consume energy and have different hit percentage ratios.

Hopefully we'll have the updated battle mock up tonight.

On a side note, we revamped the look of the forum last night, and it looks pretty awesome now. If you want to check it out, here's the link:

http://z14.invisionfree.com/ChronoCrisis/index.php?act=idx
 
I remember this project, it looks a lot different than the last time I laid eyes on it. Everything looks and sounds good. Just don't let this become vaporware...and beware Squenix's evil 'Cease and Desist' order. That always seems to happen to promising stuff involving Square's intellectual properties *cough*chronoressurection*cough*
 

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