Title: Ideas... again
Apocalypse - January 17, 2004 01:05 AM (GMT)
I'd like to propose a system of time. Depending upon the time/moon status, you're attributes (as well as those of monsters) may increase or decrease. For example, lets say your Crono, you will have a slight addition to your power during the full moon. Meanwhile, more dark characters (such as Magus) may be at their full power when the moon nor any stars are present in the sky.
Also, throughout the game i'd like to see certain changes in the characters (whether it be mental, physical, or both.) Obviously, when Chrono is JUST beginning his quest he wont be nearly as battle hardened as say... the last battle against Lavos. Obviously, he will be more clumsy with the sword... possibly not be as accurate.
In fact, that brings me to another point... as you gain levels your character should become more accurate and effective with attacks. Obviously some newbie swordsman will miss more often than some great warrior. So... I also propose yet another system. With this, every 5 or 10 levels gained, your character will have a slightly different appearence, as well as slightly improved accuracy, and effectivness of attacks.
It would just make sense, and give a better sense of realism to the game.
Dystopian Rhetoric - January 17, 2004 10:57 AM (GMT)
Attacks and accuracy improve anyway. As characters gain levels their stats improve, the become more accurate and powerful.
Also... the time system really sounds like you're trying to add a feature... for the sake of trying to add a feature, it really wouldn't add much to the game to have strengthen/weaken periods.
Apocalypse - January 17, 2004 08:52 PM (GMT)
Yes, they do in fact get slightly better with each level. but... i'm talking about every 10 levels for there to be a small addition to those stats. I guess it sort of sounds like improving your class... and in a way... it is. To put it simply, people with more experience with a weapon could use it more effectively. It's basically that with every 10 levels they make a slight change to their battle stance that will make their attacks slightly harder to dodge, and slightly more powerful than they were before. The idea is to add a bit of realism to the game. At the earlier levels, Crono may just be swinging wildly at the enemy... while... later on, he could attack the enemy with a thought out attack.
As for my time idea... yea, you're right... it is quite vague now that I look over it again. The idea of "time" to the game was meant to give a bit of strategy to the game. For example, if you're attacking some monster while it is stronger and you are weaker... chances are... you will have some trouble. However, if you attack while you are more powerful and the monster is weaker... then you probably could be killing it with ease. Now that i think of it though... Chrono Trigger never relied on serious tactic ideas. So... I think this one may not be as good as I thought it was.
feel free to criticise some more... i'm sure any idea I have could definentally be changed for the better.
Dystopian Rhetoric - January 17, 2004 09:17 PM (GMT)
I have to say I do like the more experienced person idea, with the change of stance... its sort of professional... the sort of little feature you notice randomly while playing and thing... hey thats a nice feature.
Guest - January 18, 2004 05:22 AM (GMT)
That brings me to a good point, we are going to have slight model and skin changes as levels progress aswell as diffrent stances and skins for certain healths in battle.
However some ideas are better left on the board, we are NOT going to drastically change the game, just little changes that add some fresh flavor to the game.
(example: Chrono will have more mussle at higher levels then lower ones, but don't count on having atributes change at diffrent times of the day, or encumberence ect... that just changes to much)
Jack - January 18, 2004 05:22 AM (GMT)
Apocalypse - January 19, 2004 04:17 AM (GMT)
Yea... forget my second idea. I had realized that it was a bit too much. The stance idea though... I can see that going somewhere. Hmmmm... but do you mean that the characters will just be looking more muscular later on in the game? I suppose that's ok... perhaps giving them better stats for every 10 levels is a little too much of a change. :unsure:
The only problem I can see arising for the stance idea... is the stances themselves. Unless someone here is specifically trained in the arts of archery, swordsmanship, gunmanship, karate, AND knows how to affectively use a scythe... I don't see how actual stances can be made. If noone really knows stances that well... then the way the character is positioned... will be more of a guess than an actual battle stance. :huh:
For the characters that would obviously get more muscular throughout the game (Crono, Ayla, Frog... etc), it would be relatively easy to think of an attribute that would change over time (size of muscles.) For a magic user (Magus, Schala?, etc) what would change? I can see a type of aura surrounding the character... as somewhat appropriate. For characters that are more "hybrid" (Marle, Lucca, etc) what would be the difference. Shooting something (gun or bow) wouldn't require as much strength as someone swinging a sword. Both of these characters have decent magic as well (Marle's being more useful overall, though). They can go either way, really.
For these characters, I suppose they could have both muscle and the "magic aura". I suppose they couldn't have BOTH at the same time though. So perhaps it should work like this. If you use attacks alot, you become muscular later on. If you use magic alot, You gain a type of aura.
This part is not neccesary... but if a character uses attacks more often than magic... perhaps a slight bonus should be added to attack power... and vice versa for if the person uses magic more often. Just another random thought. :blink:
ThE_FrOgStA - January 23, 2004 03:05 AM (GMT)
uh what about limitbreaks or overdrives
Apocalypse - January 23, 2004 03:11 AM (GMT)
Limit breaks? *sigh* Final Fantasy 7 was a great game, but if you plan to give an idea somewhat based on other games... you should at least change them a little. The idea is to make the game have new features... but not completely copy ideas from other games... <_<
Just keep in mind... details are good to have. :blink:
Nickdude - January 25, 2004 09:10 PM (GMT)
Well, you could make them a mix of them all...like
You get your limit when you get hit enough to fill a gauge (like trance)
You learn more by fighting and using it (ff7)
You can do some sorta timing thing (Legend of Dragoon)
You need a certain item to get some (ff7)
Samurai Milo - January 26, 2004 11:37 AM (GMT)
| QUOTE (Guest @ Jan 18 2004, 05:22 AM) |
That brings me to a good point, we are going to have slight model and skin changes as levels progress aswell as diffrent stances and skins for certain healths in battle.
However some ideas are better left on the board, we are NOT going to drastically change the game, just little changes that add some fresh flavor to the game.
(example: Chrono will have more mussle at higher levels then lower ones, but don't count on having atributes change at diffrent times of the day, or encumberence ect... that just changes to much) |
I'd have to agree with the unregistered guest (was that Jack not signed in? I'm slightly confused). Chrono Trigger shouldn't be changed much from the original game. I think pretty much the same character text, story line, and other features and what not should be left alone. I suppose a new battle system could be used, depending on the opinions of the team working on this project, and a few other minor things. The question is, "If the game is changed too much, is it sill Chrono Trigger?" Old fans of the game like myself might enjoy a 3D version that sticks to its roots, right? While some things would be cool, other ideas may hinder Chrono Trigger more than help it. I have seen some good ideas posted about here and there, and also some that I didn't much like. I liked ideas like the weapon system with reforging, etc, and breaking of the sword sounded nice, although I agree always troublesome. Encumbrance is nice, but perhaps just an extra strain on the programmers. Three castle guards on the team and a good Lavos seem silly, but could be done with proper idea changes. Night and day worked in Zelda: Ocarina of Time and Majora's Mask, and I've been trying to put it in some of my own games ever since (no opinion on the "weakness" at night idea. Ever played Runescape? They have fatigue...). Those are some examples.
Ideas:
Of course, I have some ideas. Some more extreme than others also.
1. Day and night - Different people with different speech text in buildings and/or outside. Some stores or buildings locked or unlocked at night. Different random monster battles depending upon night or day (nocturnal?). Day and night progress on the over world map (has there been any changes to it?). Problems with this: (A)Some scenes ONLY happened at a certain time of day in CT. Fix: Stop progression for upcoming events, or/and immediately switch to right time.
2. Monster system - Catching and using monsters from the random battles? Always a favorite of mine when done right, but perhaps not for Chrono Trigger. Idea comes from such games as Azure Dreams, Jade Coccoon, Dragon Warrior: Monster Tamer (I think), Monster Rancher, and, of course, Pokemon and Digimon. Some of these were better than others. This idea is, perhaps, best left alone.
3. New story elements - This could be exactly what I warned against, but at the same time it seems cool and boosts replay valuable quite a lot, especially if the extra story elements are well written and believable. Don't misunderstand me - the original storyline would be KEPT. The difference: a different choice may slightly change the story line or final outcome (ending). For example, when the player can kill Magus or let him join the team in the original game. I recommend instead that extra story is added instead of "different paths" in the original story. Example: extra sidequests.
A greater example of an extra quest would be this: After the end of the game, the player actually tracks down all those cats and Crono's mother through time (ouch) or we see (or help) Magus find Shala? The idea of Lavos becoming good or joining the team (if only as a summons) isn't too ridiculous if we, for example, open a mysterious portal up after the end battle (yes, these ideas would mean that the player would be in a world without Lavos instead of reverting back to his last save. This depends on the team's decisions) that leads to a new period long, long before Lavos came to earth, but inside Lavos' shell (I theorize that it's more like a space ship, except biological) or perhaps allowing the player to travel through space in Epoch and "boarding" Lavos through a place in its shell. This side quest may allow Lavos to become a goodguy instead, or even stop him from coming to earth at all (imagen the consequences... Reptile men would probably still be around, too). Another example would be visiting the lush, green Lavos-less future that Robo returned to (is that his name? I named him Jack in my game...), perhaps for more questing or just as a special treat as the game designer's ideas or thoughts of what the CT world would be or look like if it hadn't been destroyed in 1999. Or, as a similar twist, actually exploring 1999.
Or there could be some story twists similar to the player choosing different "paths" that change the story, except maybe more to the extremes. Ever played Dragon Ball Budokai 1 game for the PS2? It has "what if" extra story sidequests after you beat the normal story. For example, what if Crono was never imprisoned at the castle after returning from the past? Or what if Lavos didn't kill Crono at their first meeting under the sea (would someone else die?)? I think there was an ending that showed Crono as an evil wizard overlord (I never got more than a few endings). Now that's an extreme twist!
4. Extra/new endings - Depending, changes could produce a need for new alternate endings. Stretch your imagination. Maybe ... hmm... The original game actually did cover a lot of possible endings. Was there one where Crono never started the adventure? Or maybe... no... Tough call on this one.
Hope you enjoyed these. Seeyah later!
~The Happy Samurai (all your caffiene is mine! Mwahahaha...ha....hoo!) :blink:
P.S. - I'm looking into this 3D game maker. What software is being used for the project?
Knives101 - February 12, 2004 09:04 AM (GMT)
:huh:...... Okay.. Those are some interesting ideas there bub, though I thick you should come back to earth and stick with the main story as it is a remake, I liked the idea of summoning Lavos but that would just screw with the story don't ya think.
;) This may be wrong but in the original when you equip certan items, such as the safety helm... I think it was, they change your stance and put a aura around you. I like the idea of stance changing and heroe aging (I think thats the term).
Perhaps you could have characters go down specific stance classes of sorts and would learn different moves and have different abilitys during these stances. Like a Defenders stance where your def. would be raised and you'd have moves like shield, or a meditating stance where your Int. would be in hanced and you could caste special spells like summon "NU"... what the hell why not. :huh:
The time of day idea has been used alot in recent games, and may fit here but I don't think it should affect your character directly just make the creatures stronger or weaker or some such.
Knives101 - February 12, 2004 09:07 AM (GMT)
Oh ya almost forgot;
and for that new endings thing, you could have a ending where it takes place in the furture and Chrono meets Serge... then guts him like a fish! :lol:
HAHAHAHAHAHAHA! :lol:
John - February 12, 2004 10:17 AM (GMT)
Personally, I'd be really amused if a useless item was added to the game.
Like a shoe you can pick up somewhere. And you can throw it during a battle and it would just pause the battle and everyone would look at the person who threw it. Maybe except for Lavos. Nothing phases Lavos.
Aside from that, I think it would be neat if the minigames at the fair were more elaborate. Though I'm sure that'll be a beast to program. Even the fair itself will be quite a challenge.
-John
TheBrain - February 12, 2004 02:54 PM (GMT)
Don't forget the Mop 'katana'!
Knives101 - February 12, 2004 11:37 PM (GMT)
:lol: Ha! the mop doesn't even have to be a weapon, use it like an item summon to summon a nu or chrono's mom just comes in and starts sweeping.
Don't forget Ozzies pants and Fleas skirt. :P
CritikalX - February 15, 2004 12:23 AM (GMT)
are ya gonna include all of the sidequests in it like, the rainbow shell and stuff?
Jack - February 15, 2004 05:58 PM (GMT)
Of course :D
Oh and Milo, that was me heh, I forgot to sign in.
CritikalX - February 15, 2004 06:06 PM (GMT)
ok thats good, cuz thats my favorite part getting all the little side quest things,