NickyP
Active member
Okay, okay, just to get this out there now:
There is no demo yet. This is just a WIP thread.
Actually, there totally is a demo, and you can download it here: http://www.chronocrash.com/forum/index.php?topic=2496.0
.... Wait, no, come back! Don't leave yet! I still have stuff to show you!
ClaFan Advanced is the spiritual successor to my game, ClaFan - Classic Fantasy. But that does not mean it's a sequel, nor is it a replacement for the original. ClaFan and ClaFan Advanced are entirely separate games, and me working on one does not mean that the other is cancelled!
Rather, ClaFan Advanced is meant to achieve a different feel from the original ClaFan, while maintaining core aspects. Ah, but I'm getting ahead of myself...
The most obvious change between the two games are the graphics. ClaFan used characters from NES Final Fantasy games, and also "decolored" other sprites to resemble an 8-bit look. ClaFan Advanced focuses on 16-bit era sprites, both for players and enemies. In addition, I finally stopped being a lazy ass and learned how to individualize palettes for stages; so levels are much more vibrant, colorful, and polished than they were in the original ClaFan. But that's not all!
The world is bigger
ClaFan was modeled after classic JRPGs. In it, you traveled the world map in a top-down style with miniature sprites. Quests and other gameplay segments would take place in regular beat 'em up fashion.
ClaFan Advanced takes a completely different approach. There is no divide between map travel and gameplay. The "world map" is a string of giant stages themselves, each with multiple branching paths that will lead you elsewhere. You can take shortcuts or long routes to visit new areas. You'll be able to go to port towns, hop on a ferry, and visit other countries or even islands. Monsters will randomly spawn while you're travelling; and whether you choose to face them or run is up to you.
The result lends itself to what is essentially a 2D, 3D plane open-world. You'll travel from one town to the next yourself, struggling to survive along the way. There will be rest-stops and landmarks in between so that you can heal up, as well as alternative routes you can take. In addition, world map areas will transition between day and night. Aside from mere aesthetic differences, different and stronger monsters will appear at night, making night travel more perilous (or perhaps more exciting).
Towns will retain the same structure as the original ClaFan, but they too will receive the 16-bit, larger sprite treatment. Moreover, NPCs will offer much more detailed information, and anything that is particularly important will be highlighted in red.
The gameplay is deeper
ClaFan Advanced is called that way for a reason. It makes a number of big improvements on ClaFan's gameplay system. Here are some notable changes:
And that's just the beginning, it gets deeper than that. There will also be situational enemies; like ones who resist Magic or are particularly weak against Chains. More info on that as it develops.
Ah, and don't think that just because you used a character in ClaFan, they'll be the same in Advanced! The Thief for example much different than how he originally played.
The quests are... uh... questier
The goal in ClaFan Advanced is to build a stronger emotional connection between the player and the NPC's they are helping. Hopefully, each quest will be bigger and more substantive; almost as if each one is a mini-game in itself. Of course, ambitions are just that: ambitious--and I'm only a one-man show. So it's possible that the quests in ClaFan Advanced will have about the same level of substance as the ones in the original game. Either way, you won't be disappointed.
So that's all I have to show about ClaFan Advanced. When can you expect a demo? Eventually, not soon--only because I want the first release to be special. Something more than just a ten-minute demo. But I'll let you guys know when it happens.
Actually, there totally is a demo, and you can download it here: http://www.chronocrash.com/forum/index.php?topic=2496.0
.... Wait, no, come back! Don't leave yet! I still have stuff to show you!
ClaFan Advanced is the spiritual successor to my game, ClaFan - Classic Fantasy. But that does not mean it's a sequel, nor is it a replacement for the original. ClaFan and ClaFan Advanced are entirely separate games, and me working on one does not mean that the other is cancelled!
Rather, ClaFan Advanced is meant to achieve a different feel from the original ClaFan, while maintaining core aspects. Ah, but I'm getting ahead of myself...
The most obvious change between the two games are the graphics. ClaFan used characters from NES Final Fantasy games, and also "decolored" other sprites to resemble an 8-bit look. ClaFan Advanced focuses on 16-bit era sprites, both for players and enemies. In addition, I finally stopped being a lazy ass and learned how to individualize palettes for stages; so levels are much more vibrant, colorful, and polished than they were in the original ClaFan. But that's not all!
The world is bigger
ClaFan was modeled after classic JRPGs. In it, you traveled the world map in a top-down style with miniature sprites. Quests and other gameplay segments would take place in regular beat 'em up fashion.
ClaFan Advanced takes a completely different approach. There is no divide between map travel and gameplay. The "world map" is a string of giant stages themselves, each with multiple branching paths that will lead you elsewhere. You can take shortcuts or long routes to visit new areas. You'll be able to go to port towns, hop on a ferry, and visit other countries or even islands. Monsters will randomly spawn while you're travelling; and whether you choose to face them or run is up to you.
The result lends itself to what is essentially a 2D, 3D plane open-world. You'll travel from one town to the next yourself, struggling to survive along the way. There will be rest-stops and landmarks in between so that you can heal up, as well as alternative routes you can take. In addition, world map areas will transition between day and night. Aside from mere aesthetic differences, different and stronger monsters will appear at night, making night travel more perilous (or perhaps more exciting).
Towns will retain the same structure as the original ClaFan, but they too will receive the 16-bit, larger sprite treatment. Moreover, NPCs will offer much more detailed information, and anything that is particularly important will be highlighted in red.
The gameplay is deeper
ClaFan Advanced is called that way for a reason. It makes a number of big improvements on ClaFan's gameplay system. Here are some notable changes:
- The HUD is reduced, the playfield is increased, and enemy lifebars now appear over enemies themselves.
- Player attack width and range are almost double what they were in original ClaFan--so it's much easier to hit things now.
- All characters have: a standard 5-hit combo, an aerial combo, a neutral Chain attack, and a mid-combo Chain attack.
- Melee characters have a secondary mid-combo Chain, as well as an aerial Chain.
- Magic characters can cast two different spells, assigned to the Magic1 and Magic2 buttons accordingly.
And that's just the beginning, it gets deeper than that. There will also be situational enemies; like ones who resist Magic or are particularly weak against Chains. More info on that as it develops.
Ah, and don't think that just because you used a character in ClaFan, they'll be the same in Advanced! The Thief for example much different than how he originally played.
The quests are... uh... questier
The goal in ClaFan Advanced is to build a stronger emotional connection between the player and the NPC's they are helping. Hopefully, each quest will be bigger and more substantive; almost as if each one is a mini-game in itself. Of course, ambitions are just that: ambitious--and I'm only a one-man show. So it's possible that the quests in ClaFan Advanced will have about the same level of substance as the ones in the original game. Either way, you won't be disappointed.
So that's all I have to show about ClaFan Advanced. When can you expect a demo? Eventually, not soon--only because I want the first release to be special. Something more than just a ten-minute demo. But I'll let you guys know when it happens.