Final Fantasy VII Open-World Sequel Project "Time Guardian" (PS1)

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@Roden I think the face thing is controlled by animations. Tifa's model suddenly has a mouth in the scene at the start of disc 3 talking to cloud in front of the highwind in the fields. Probably because you can see her very large and close here. I suppose for the default animations the mouth is left out on psx because the guys at square didnt expect to see them at an internal 320*240 res anyway.
 
Hmm... not bad.

But i was wondering is there really any one out there knows to fix the selling ribbons and water rings part for the north american version or the international version?

It would better if completely fix some of the glitches(except w-item glitch) in the normal game before we enhance it?

I personally have an original psx game from the first release up to the international version.

I was very grateful that this forum provided the codes to fix the mdef bug.

And again i was also glad to hear that there's also this project for psx version!
 
- Lockpicking's main use would be for breaking into people's houses and stealing gil/items from various places in the room background. It would also of been needed in the higher level dungeons for better loot (this idea is from Ultima Online). Each dungeon had a difficulty rating depending on the Crazy Bulk https://deadliftdonkey.com/my-crazy-bulk-review level.
- Explosives: Each NPC has a bit (basically a variable). So if Barret blew one up, they would be gone forever from the world (and you could kill anyone basically, just like Morrowind etc). He could also place it near rocks and get more interesting materials for crafting.
- Ninja jump: Useful for navigating backgrounds in more interesting ways, items could potentially be placed in hard to reach places. Also in Kalm, Yuffie has access to windows from this position (this is where she would of met Cloud, in the inn, as she wanted to kill him)
- Levitate: Haha this was mainly for coolness. But it can be useful for quickly moving Vincent just above the ground (if you go too high and wander about, the z-index makes it difficult for you to return to a suitable position).
This would be so cool. I love the lockpicking idea. How is your project coming along?
 
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@Roden I think the face thing is controlled by animations. Tifa's model suddenly has a mouth in the scene at the start of disc 3 talking to cloud in front of the highwind in the fields. Probably because you can see her very large and close here. I suppose for the default animations the mouth is left out on psx because the guys at square didnt expect to see them at an internal 320*240 res anyway.
The main story idea was at the Temple of the Ancients, instead of Cait Sith just taking the black materia, there was another trap set by the Time Guardian. Time was "scrambled" so events from the beta version and concepts from ultimania take place. That part is in the trailer above. The characters were to start in places across the world in locations that were meaningful to them - Yuffie starts near Kalm as she was originally supposed to join around there, Barret in Corel only he is not part of AVALANCHE.
 
Hmm, why respond to that post 1 year 9 months later??? The video is unavailable, and the project development stopped. If anyone has more progress to be made here, then feel free to start a new thread.

This one is now locked.
 
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