Author Topic: Day and night mode FFVII.  (Read 9424 times)

Guilkwe

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Day and night mode FFVII.
« on: 2011-07-26 13:09:07 »
Day and night mode.

I find it interesting that there was in Final Fantasy VII FFVII on the date and time.

Example: When the game begins the date could be 1997 or whatever year the game was created and then the weather could continue to go.

times:
0:00 to 4:59, Dawn and dark.
5:00 to 11:59, morning and clear.
12:00 to 5:59 p.m., clear afternoon.
6:00 p.m. to 11:59 p.m., The Dark Night.

The game could go COMForm darkening and lightening the time quoted above.

What do you think of this idea?
It would be possible to make an order like that?

syntax error

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Re: Day and night mode FFVII.
« Reply #1 on: 2011-07-26 16:06:27 »
Did you get this idea after playing an MMORPG?
 (with a blond spikey haired character killing trolls
using an oversized blade and saving green eyed girls from villager killing weirdos)

Guilkwe

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Re: Day and night mode FFVII.
« Reply #2 on: 2011-07-27 02:49:44 »
Did you get this idea after playing an MMORPG?
 (with a blond spikey haired character killing trolls
using an oversized blade and saving green eyed girls from villager killing weirdos)

No sir, I just had this idea because I could ever be interesting if day or night in FFVII and this already exist in other RPG games, I do not criticize my ideas joking.
 :x

zoostation

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Re: Day and night mode FFVII.
« Reply #3 on: 2011-07-27 03:07:34 »
I was actually wondering about this same idea the other day, even just so little as changing the world map from night to day on any kind of timed basis. I don't know that it'd really be that interesting unless you made gameplay change depending on time of day (different monsters, different events/dialogues, whatever), and I bet that's more work than anyone's interested in doing. Certainly more than I'd try to tackle alone, even if I knew how.

-Ric-

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Re: Day and night mode FFVII.
« Reply #4 on: 2011-07-27 05:36:16 »
im not a genius but i assume it would take far more  work then its rly worth...

just turn ur screen brightness down and there u go, night time on ff7!

Guilkwe

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Re: Day and night mode FFVII.
« Reply #5 on: 2011-07-27 08:40:17 »
im not a genius but i assume it would take far more  work then its rly worth...

just turn ur screen brightness down and there u go, night time on ff7!

I confess I found it funny, but I'm open to suggestions,
but a joke about my idea where this is going?
 :evil:

Marc

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Re: Day and night mode FFVII.
« Reply #6 on: 2011-07-27 12:35:06 »
I would guess you'd need to recode the game engine to use alternate scenes and world map based on the game clock then redo all outside scenes for each of your scenario.  Not trivial at all and possibly months upon months of work just touching up the field backgrounds and world map.

So probably not worth it but if you have lots of spare time, learn to code the game and edit the field than more power to you!

Aali

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Re: Day and night mode FFVII.
« Reply #7 on: 2011-07-27 20:28:14 »
It would be fairly easy to make the worldmap have some kind of day/night cycle but it would just be weird when you enter field and suddenly its day again.

Jenova's Witness

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« Reply #8 on: 2011-07-27 23:37:40 »
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« Last Edit: 2015-11-16 10:28:56 by Jenova's Witness »

nfitc1

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Re: Day and night mode FFVII.
« Reply #9 on: 2011-07-28 01:38:36 »
Costa Del Sol is supposed to be, by definition, always sunny even at night. Cosmo Canyon is always at twilight as a result. I'm with Aali that it'd be a little weird, but you can see stars from Gold Saucer and it's day when you come down the cable car.

Guilkwe

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Re: Day and night mode FFVII.
« Reply #10 on: 2011-07-28 02:55:46 »
It would be fairly easy to make the worldmap have some kind of day/night cycle but it would just be weird when you enter field and suddenly its day again.

Not because the day will not lighten suddenly in the afternoon will go first and then gradually darken to night, the NPCs you said: Good morning, Good afternoon, Good Night and Good Dawn early in their sentences, only SOME, but precisely the staying in hotels.

But I wonder how long it will be spending one hour every minute every 30 minutes or one hour it is a little difficult.

PitBrat

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Re: Day and night mode FFVII.
« Reply #11 on: 2011-07-28 07:06:00 »
Spell availability and power could depend on the day and night cycle.  How about a summon undead spell that only works in the dead of night.

Jenova's Witness

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« Reply #12 on: 2011-07-28 18:44:05 »
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« Last Edit: 2015-11-16 10:29:15 by Jenova's Witness »

Guilkwe

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Re: Day and night mode FFVII.
« Reply #13 on: 2011-07-30 07:06:24 »
Spell availability and power could depend on the day and night cycle.  How about a summon undead spell that only works in the dead of night.

It would even be a good idea.

Time of day specific encounters?

This I do not know already.

PitBrat

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Re: Day and night mode FFVII.
« Reply #14 on: 2011-08-02 16:07:41 »
Would it be feasible to use shaders to control the day/night cycle?
The time of day algorithm could run as a separate program like FF7Music.
The proggie would control shaders to alter the appearance of the world and field maps, battle scenes and menus.
It could also control FF7Music to add some ambient sound.

pyrozen

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Re: Day and night mode FFVII.
« Reply #15 on: 2011-08-03 01:47:48 »
Would it be feasible to use shaders to control the day/night cycle?
The time of day algorithm could run as a separate program like FF7Music.
The proggie would control shaders to alter the appearance of the world and field maps, battle scenes and menus.
It could also control FF7Music to add some ambient sound.

That actually doesn't sound like a bad idea. not sure how difficult it would be to implement, but if you could just overlay the game window with a shader to alter everything it would definitely save time. My only worry would be it would also change the appearance of menus, and anything not part of the actual game world.

lee

Covarr

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Re: Day and night mode FFVII.
« Reply #16 on: 2011-08-03 03:48:54 »
If it's monitoring things the same way FF7Music does, it's plenty possible to identify menus and windows and skip them. Easy or not is a different matter.

PitBrat

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Re: Day and night mode FFVII.
« Reply #17 on: 2011-08-03 03:54:51 »
Weather effects would be groovy too!

Actually impacting gameplay would really add to the complexity.

BloodShot

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Re: Day and night mode FFVII.
« Reply #18 on: 2011-08-03 04:07:12 »
That might actually be possible as an overlay, kind of the same way a shader would effect it. It's not the most realistic way to do it, but other games have used it quite well: for example, Daggerfall made very nice use of overlays for weather http://www.youtube.com/watch?v=ihlVMECDb44 (wait 1 or 2 seconds to see the effect)

If we could implement an effect like this (obviously way more advanced) as an overlay it could work quite well. I think it'd be awesome if we could make thunder storms in the world map.

Giullio

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Re: Day and night mode FFVII.
« Reply #19 on: 2011-08-11 00:36:24 »
Zelda Ocarina of The Time/ Majora's mask have this thing, and it's very cool, it even uses this as part of quests like entering in some places during day or night change the positions of characters.

In Final fantasy 7 I guess it would be very tough because you would need to know when you're inside a place to be day or night, i mean the houses are artificially illuminated so it could be hard for the AI to notice the diference between a house or  an open field.

Tenko Kuugen

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Re: Day and night mode FFVII.
« Reply #20 on: 2011-08-11 05:39:16 »
Add an exception in the script ( if it is script based ) to every area that needs to ignore the day / night changes because it's inside somewhere