Shademp
420
Author & Director
Squall_of_SeeD, aka Tres, aka Twilight Mexican, aka Glenn
Director, Project Manager
Shademp
Character Concept Art
CrimsonSun
Music Composer
Adrian
This thread is dedicated to the non-profit FFVII sequel that a select few fans worked on, mostly during 2012-2014, that was ultimately abandoned without even a demo seeing completion. THIS GAME IS NOT IN (AND WILL NOT ENTER) PRODUCTION, so at this point we are not afraid of a cease & desist from Square Enix.
Any and every contribution to FGC now after its cancellation should be considered a tribute to a dead project and nothing more.
SPOILERS ABOUND IN THIS THREAD!
It is highly recommended that before reading beyond the first post in this thread that you read the 105-page plot draft for FFVII: For All Gaia’s Children, assembled by Squall_of_SeeD and myself. Spoilers for the entirety of the official Compilation of FFVII will be present as well.
The links below lead to Google Docs and Google Sheets documents. If you don't mind being spoiled about the timeframe of FGC and signs of how the main characters have changed, you can view CrimsonSun's concept art via the spoiler tag further down. Outside of that one exception, we recommend reading the full plot draft before viewing any other document.
Premise of FGC's plot:
It has been almost ten years since Meteorfall and seven years since Omega almost carried away the planet's Lifestream. The world of FFVII has been mostly at peace but now an old, red-clad foe is returning. Characters young and old, friends and enemies, must now unite against a common threat to fight for the fate of humanity.
It has been almost ten years since Meteorfall and seven years since Omega almost carried away the planet's Lifestream. The world of FFVII has been mostly at peace but now an old, red-clad foe is returning. Characters young and old, friends and enemies, must now unite against a common threat to fight for the fate of humanity.
- PLOT DRAFT for "FINAL FANTASY VII: FOR ALL GAIA'S CHILDREN"
- Flashback Theatre
To read about what our main characters went through between Dirge of Cerberus and For All Gaia's Children, read the Flashback Theatre document.
- Locations, NPCs & Quests
- Battle System & Abilities Document
In this minigame, multiple characters are moved about on a grid and achieve Formation Attacks in order to defeat large enemies. This happens at least two times for the BC Turks (to emphasize their excellent team work), as well as for other groups in the game.
The intention behind the Grid Battle system was to provide players with an opportunity to control multiple Cait Siths, the BC Turks and the people of the Corel Desert. The idea never became anything more than a vague concept, and would likely have been scrapped because of slowing down the game rather than adding to the overall experience. The huge time gaps that existed between when the first Grid Battles happen would also be another reason to remove this minigame.
Nevertheless, here is the rather humorous "abstract concept" visualization of the minigame, as pictured back in 2012.
Move the Cait Siths to the green squares to achieve the finishing Formation Attack!
Formation Attack achieved! The day is won!
Formation Attack achieved! The day is won!
I always get a good chuckle out of the images above.
The intention behind the Grid Battle system was to provide players with an opportunity to control multiple Cait Siths, the BC Turks and the people of the Corel Desert. The idea never became anything more than a vague concept, and would likely have been scrapped because of slowing down the game rather than adding to the overall experience. The huge time gaps that existed between when the first Grid Battles happen would also be another reason to remove this minigame.
Nevertheless, here is the rather humorous "abstract concept" visualization of the minigame, as pictured back in 2012.
Move the Cait Siths to the green squares to achieve the finishing Formation Attack!
Formation Attack achieved! The day is won!
Formation Attack achieved! The day is won!
I always get a good chuckle out of the images above.
MONSTERS
Nibel BearThis creature plays a role in Nanaki's story in the On the Way to a Smile novel, and is its only canon appearance in the FFVII-verse.
The intention was to get a design for this bear so that it could be encountered and defeated in FGC. The descriptions of the Nibel Bear in Episode:Nanaki read as follows...
The monster looked like a bear with a long tail. No, perhaps it was a bear. Its whole body was covered with rusty coloured fur ... The dangerous claws on its two front paws, which could be seen under its fur ... “The weak spot of Nibel bears is their neck! Go, Red!” ... At a glance they could be mistaken for ferocious carnivores, however, creatures like these were often omnivores...
Foes in the Final Dungeon
In terms of monster encounters, something I wanted to see in The Seven Realms were references to Gackt's "Redemption" music video, thus implementing a fitting tribute to the music video so soon before your final confrontation with Genesis.
Recall the dancing, cloaked creatures in said music video?
Placeholder names: Guilt/Penance/Redemption/Sin or some such.
Very dangerous foes, causing annoying status effects and even being able to cancel materia for one party member at a time.
Another enemy would use an extravagant singer's mic stand, just like the one Gackt has in the "Redemption" music video. Remember Christopher and Gighee in the Northern Crater from the original game, the former of the two using a flute? I imagine the Seven Realms monster with the mic and an accompanying monster to be an homage to the silliness that was Christopher and Gighee.
BOSSES
Summon Weapons- Kronos is the Summon Weapon of Earth, able to slow down his foes by manipulating the desert sand around him.
- Ogopogo is the Summon Weapon of Water, but sails through the air as effortlessly as the sea.
- Giga Phoenix is the Summon Weapon of Fire.
- Shinryu is the Summon Weapon of Time/Space (appropriate since it emerges from space, requires other Bahamut materia to obtain and is found in Cosmo Canyon), but -- being a flying dragon and coming from Cosmo -- has some loose associations with Air and Fire as well.
- Raiden is our Summon Weapon of Air and Thunder.
Bizarro Chaos
It was never finished, but Dipsiel gave pencil to his interpretation of how a Lucrecia-Sephiroth-Chaos hybrid might look and produced this sketch.
- Items & Equipment
- FGC Soundtrack Draft
Only three experimental tracks were ever made. You can download the zip file here.
All of these designs were made in the period of February-November 2014. The concept art is presented in the order of characters designed, from first to last.
DENZEL
Age: 16
Height: 170cm (Compare to Cloud’s 173cm)
Sketch – Color 1 – Color 2
Unused Sketches – Unused Coloring
The long coat is something we more picture Denzel using in his 20s. We never intended to age him quite that much.
Before moving on to the rest of Crim’s work we need to look a little at the Scavenger Edge, which wasn’t an original design by Crim.
THE SCAVENGER EDGE: Height 168 cm, handle is about 1/5th of the total length.
Finalized version (by Crim).
Squall_of_SeeD’s original rough design, sent to me on January 27, 2014.
Dipsiel’s refinement of the original rough design.
Placeholder name was “The Shark”.
Ultimately, much like the original Buster Sword, its design is based on aesthetics and not on practicality.
VINCENT
Physical: Age 34 (roughly)
Actual age: 64
Height: 184cm
Sketch – Color 1 – Color 2
Color edit was considered, more blue tone.
The change in costume after Dirge of Cerberus reflects Vincent TRULY no longer being a stone in the river of time. Without Chaos, Vincent is no longer immortal but he still has a high healing factor.
I suggested the name “Baskerville” for Vincent’s new weapon. Never spent time on finalizing the weapon design. Squall_of_SeeD originally pictured a shotgun, which is what we see in Color 1, though the sketch implies a more “refined” sniper rifle design.
MARLENE
Age: 14
Height: 157cm
Sketch – Color 1 – Color 2
VELD
Color 1 & Sketch – Color 2
TIFA
Age: 30
Height: 167 cm
Sketch – Color 1
Color Edit
SHELKE
Age: 26 (or 25, depending on exact birthday)
Height: 159cm (compare to Yuffie's 160cm)
Color 1 – Color 2
Shelke has grown since Dirge of Cerberus but is still short, only two centimeters taller than Marlene.
ELFE
Sketch – Color 1 – Color 2
CLOUD
Age: 31
Height: 173 cm
Sketch
A colorized version never saw the light of day.
All three sketches
Cloud B was favored by both Squall_of_SeeD and I. [Comment by Squall: "He looks like a fucking Jedi there."]
CrimsonSun's facebook, Tumblr and DeviantArt. All of this artist's work is amazing!
DENZEL
Age: 16
Height: 170cm (Compare to Cloud’s 173cm)
Sketch – Color 1 – Color 2
Unused Sketches – Unused Coloring
The long coat is something we more picture Denzel using in his 20s. We never intended to age him quite that much.
Before moving on to the rest of Crim’s work we need to look a little at the Scavenger Edge, which wasn’t an original design by Crim.
THE SCAVENGER EDGE: Height 168 cm, handle is about 1/5th of the total length.
Finalized version (by Crim).
Squall_of_SeeD’s original rough design, sent to me on January 27, 2014.
Dipsiel’s refinement of the original rough design.
Placeholder name was “The Shark”.
Ultimately, much like the original Buster Sword, its design is based on aesthetics and not on practicality.
VINCENT
Physical: Age 34 (roughly)
Actual age: 64
Height: 184cm
Sketch – Color 1 – Color 2
Color edit was considered, more blue tone.
The change in costume after Dirge of Cerberus reflects Vincent TRULY no longer being a stone in the river of time. Without Chaos, Vincent is no longer immortal but he still has a high healing factor.
I suggested the name “Baskerville” for Vincent’s new weapon. Never spent time on finalizing the weapon design. Squall_of_SeeD originally pictured a shotgun, which is what we see in Color 1, though the sketch implies a more “refined” sniper rifle design.
MARLENE
Age: 14
Height: 157cm
Sketch – Color 1 – Color 2
VELD
Color 1 & Sketch – Color 2
TIFA
Age: 30
Height: 167 cm
Sketch – Color 1
Color Edit
SHELKE
Age: 26 (or 25, depending on exact birthday)
Height: 159cm (compare to Yuffie's 160cm)
Color 1 – Color 2
Shelke has grown since Dirge of Cerberus but is still short, only two centimeters taller than Marlene.
ELFE
Sketch – Color 1 – Color 2
CLOUD
Age: 31
Height: 173 cm
Sketch
A colorized version never saw the light of day.
All three sketches
Cloud B was favored by both Squall_of_SeeD and I. [Comment by Squall: "He looks like a fucking Jedi there."]
CrimsonSun's facebook, Tumblr and DeviantArt. All of this artist's work is amazing!
The little that was created in this department was made by a complete pixel art beginner who also considers himself to be somewhat artistically challenged. I am of course talking about myself: yours truly, "Shademp".
The decision to aim for Chrono Triggers proportions with the characters was another manifestation of the projects over-ambition, when FFVI proportions would have been more manageable. Nevertheless, these sprite proportions below were always my vision. Quality differs greatly in the works below because pieces are not listed in order of creation, when I did in fact improve a lot over time.
Denzel
- Spritesheet
Animations:
- Walking Up
- Walking Down
- Walking Left
- Walking Right
Marlene
- Spritesheet
Animations:
- Walking Up
- Walking Down | Walking Down (Decreased Shoe Shading)
- Walking Left
- Walking Right
- Blinking
Tifa
- The only sprite
Cait Sith
- Unfinished spritesheet
- Aerith's Church
- Seventh Heaven First Floor
Just for kicks, here are Denzel and Marlene in Seventh Heaven during a playtest. This map also includes a hidden message in morse code.
- Cosmo Canyon Male NPC
- Cosmo Canyon Female NPC
- Moogle
- Treasure Chest (Crisis Core style)
- World Map Objects
From left to right, top to bottom: Kalm, Chocobo Farm (No Racing Arena), Bone Village, Mideel Houses, Ancient Temple Ruins, Gonaga, Unfinished Junon, Icicle Inn Houses, Wutai Experimental, Midgar Sector & Reactor Numbers guide, Unfinished Midgar.
One of the earliest things I did for FGC (early 2012) graphics-wise was actually to use the default graphics that can be found in RPG Maker VX Ace and recreate the FFVII world map for it. It took me the better part of a day.
- FFVII World Map (1:8 scale in RPG Maker VX Ace)
Yes, I am aware
A few more mock-ups of FFVII areas were made using the tiles that comes with RPG Maker VX Ace.
- Zack's Grave
- Edge Meteor Monument
- Seventh Heaven, Outside
- Seventh Heaven, Second Floor
- Mireille Detective Agency Entrance
...and half a dozen more not seen here.
MAIN CHARACTERS
The decision to aim for Chrono Triggers proportions with the characters was another manifestation of the projects over-ambition, when FFVI proportions would have been more manageable. Nevertheless, these sprite proportions below were always my vision. Quality differs greatly in the works below because pieces are not listed in order of creation, when I did in fact improve a lot over time.
Denzel
- Spritesheet
Animations:
- Walking Up
- Walking Down
- Walking Left
- Walking Right
Marlene
- Spritesheet
Animations:
- Walking Up
- Walking Down | Walking Down (Decreased Shoe Shading)
- Walking Left
- Walking Right
- Blinking
Tifa
- The only sprite
Cait Sith
- Unfinished spritesheet
MAPS/BACKGROUNDS
- Aerith's Church
- Seventh Heaven First Floor
Just for kicks, here are Denzel and Marlene in Seventh Heaven during a playtest. This map also includes a hidden message in morse code.
OTHER
- Cosmo Canyon Male NPC
- Cosmo Canyon Female NPC
- Moogle
- Treasure Chest (Crisis Core style)
- World Map Objects
From left to right, top to bottom: Kalm, Chocobo Farm (No Racing Arena), Bone Village, Mideel Houses, Ancient Temple Ruins, Gonaga, Unfinished Junon, Icicle Inn Houses, Wutai Experimental, Midgar Sector & Reactor Numbers guide, Unfinished Midgar.
One of the earliest things I did for FGC (early 2012) graphics-wise was actually to use the default graphics that can be found in RPG Maker VX Ace and recreate the FFVII world map for it. It took me the better part of a day.
- FFVII World Map (1:8 scale in RPG Maker VX Ace)
Yes, I am aware
that the northern continent looks like a gawking killer chicken. XD
A few more mock-ups of FFVII areas were made using the tiles that comes with RPG Maker VX Ace.
- Zack's Grave
- Edge Meteor Monument
- Seventh Heaven, Outside
- Seventh Heaven, Second Floor
- Mireille Detective Agency Entrance
...and half a dozen more not seen here.
While the logo mock-up seen at the start of this post is always how I roughly envisioned the logo, it wasn't actually created until December 29, 2015.
For comparison, here is the color version vs color on a white background vs black-and-white vs black-and-white on a white background vs silhouette version.
The silhouette version is here to demonstrate how artistic skill would be required in order to make Minerva recognizable in a minimalist style, Amano-style or a mix of the two.
For comparison, here is the color version vs color on a white background vs black-and-white vs black-and-white on a white background vs silhouette version.
The silhouette version is here to demonstrate how artistic skill would be required in order to make Minerva recognizable in a minimalist style, Amano-style or a mix of the two.
Q: Why will this game not see completion?
A: Too ambitious. FGC suffered the fate of countless J-RPG indie projects where inexperienced people tried to make their first game into their Final Fantasy magnum opus.
The vision, even when intended as a 2D game to be made in RPG Maker VX Ace, proved too large for such a small team with essentially no game design experience. It was a fun testing ground for those involved and we are proud of what we did end up creating.
Reviving the project is not considered a possibility at this point due to the amount of manpower and project management it would require, made more difficult by the project being a non-profit one that requires the involved to invest hundreds of hours on something in secrecy so to avoid a cease & desist from Square Enix. With FGC no longer being a secret project that pretty much destroys any possibility of revival, as the threat of a cease & desist would always hang over development.
Q: What does the title "For All Gaia's Children" mean?
A: Conceived by Squall_of_SeeD, the title is a play on the phrasing “For All God’s Children”. At the project’s inception it was believed that Gaia was the name of FFVII’s planet. However, even after research refuted this notion we decided to stick with the name, as the presence of the term ‘Gaia' in the title does not have to imply the name having a canonical presence in-game.
In the title abbreviation, S_o_S and I found a disagreement that remains to this day. I find the full abbreviation, ‘FAGC’, distracting and embarrassing due to the presence of the derogatory term ‘FAG’ in it while S_o_S does not experience this annoyance. Ergo, I always shorten the abbreviation to ‘FGC’ in my writings, while Squall usually retains the full abbreviation ‘FAGC’ in his commentary.
Alternate titles were thrown around, but nothing came close to feeling as thematically proper as "For All Gaia’s Children".
Not following the naming convention of the Compilation’s alphabetical succession (AC, BC, CC, DC) also helps identify the title as a project by fans and not an official Square Enix project.
Q: Could you tell us about the project's beginning, middle and end?
A: The man who originally conceived this FFVII sequel story is Squall_of_SeeD, aka S_o_S, aka Tres, aka Twilight Mexican. After mentioning the idea to me in late 2011, I made the bold suggestion to actually turn this into a game. This cooperation became a thing of magic from the start, as not only was it joyous to brainstorm how the story might be turned into a full game but we also discovered early on that we had similar visions for what should happen in a game to end the Compilation of FFVII.
For the most part we only exchanged ideas in text, and not much other content (such as graphics or game design experimentation) happened. Writing about game design is easy. Actually designing the game is tough as nails.
To our credit, very few FFVII fanatics could match our level of devotion to making sure that FGC aligned with the canon of the franchise, down to the most minute and esoteric details. The research prompted by this project even ended up spawning some articles for the TLS frontpage, such as "Is FFVII connected to FFX and X-2?" and "What is the name of FFVII’s planet?"
Early on I recruited my cousin, Adrian, to make the music for the game. While his heart was in the project (as he is also a Final Fantasy fan), his real-life occupations meant that only a few experimental pieces got made.
I have For All Gaia's Children to thank for making me learn how to use Adobe Photoshop, as it was necessary when I strived to create pixel art for the game. I had no experience with pixel art when I started out, and, in fact, I had not attempted any artistic endeavors in almost ten years when my attempt at graphics began. A lot was learned, and through great hardship, but -- as this thread has already shown -- very little was created in the pixel graphics department.
In the concept art department, it was clear almost as soon as serious investigations began that the art of CrimsonSun was the most compatible to our vision. It was the perfect meld between the official art by Tetsuya Nomura and that fan-made quality we aspired to. Crimson declined our first request for participation in February of 2013 due to a stressful schedule. Almost exactly a year later, we contacted CrimsonSun again with the request -- and this time Crim accepted! This cooperation resulted in the wonderful work that the reader has probably already viewed. =)
In early 2014, I also started learning RGSS3 so that I might code the game in RPG Maker. I learned a lot, and it was a less emotionally demanding process than creating pixel graphics, but I never reached the point of creating finished code for FGC. My RGSS3 journey essentially ended in summer 2014, alongside my graphics attempts.
By the end of 2014 I could finally admit to myself that the project was too ambitious and too exhausting to devote much of your life to in secrecy. That essentially marked the end of the For All Gaia's Children project.
Q: If the project ended in late 2014, why was it only revealed in January 2016?
A: The fault is all mine. The failure of the project first contributed to a launch into depression, and even when my vitality improved, it still proved too emotionally exhausting to revisit FGC and organize its burial. My deepest thanks to Squall_of_SeeD for being so infinitely patient with me.
A: Too ambitious. FGC suffered the fate of countless J-RPG indie projects where inexperienced people tried to make their first game into their Final Fantasy magnum opus.
The vision, even when intended as a 2D game to be made in RPG Maker VX Ace, proved too large for such a small team with essentially no game design experience. It was a fun testing ground for those involved and we are proud of what we did end up creating.
Reviving the project is not considered a possibility at this point due to the amount of manpower and project management it would require, made more difficult by the project being a non-profit one that requires the involved to invest hundreds of hours on something in secrecy so to avoid a cease & desist from Square Enix. With FGC no longer being a secret project that pretty much destroys any possibility of revival, as the threat of a cease & desist would always hang over development.
Q: What does the title "For All Gaia's Children" mean?
A: Conceived by Squall_of_SeeD, the title is a play on the phrasing “For All God’s Children”. At the project’s inception it was believed that Gaia was the name of FFVII’s planet. However, even after research refuted this notion we decided to stick with the name, as the presence of the term ‘Gaia' in the title does not have to imply the name having a canonical presence in-game.
In the title abbreviation, S_o_S and I found a disagreement that remains to this day. I find the full abbreviation, ‘FAGC’, distracting and embarrassing due to the presence of the derogatory term ‘FAG’ in it while S_o_S does not experience this annoyance. Ergo, I always shorten the abbreviation to ‘FGC’ in my writings, while Squall usually retains the full abbreviation ‘FAGC’ in his commentary.
Alternate titles were thrown around, but nothing came close to feeling as thematically proper as "For All Gaia’s Children".
Not following the naming convention of the Compilation’s alphabetical succession (AC, BC, CC, DC) also helps identify the title as a project by fans and not an official Square Enix project.
Q: Could you tell us about the project's beginning, middle and end?
A: The man who originally conceived this FFVII sequel story is Squall_of_SeeD, aka S_o_S, aka Tres, aka Twilight Mexican. After mentioning the idea to me in late 2011, I made the bold suggestion to actually turn this into a game. This cooperation became a thing of magic from the start, as not only was it joyous to brainstorm how the story might be turned into a full game but we also discovered early on that we had similar visions for what should happen in a game to end the Compilation of FFVII.
For the most part we only exchanged ideas in text, and not much other content (such as graphics or game design experimentation) happened. Writing about game design is easy. Actually designing the game is tough as nails.
To our credit, very few FFVII fanatics could match our level of devotion to making sure that FGC aligned with the canon of the franchise, down to the most minute and esoteric details. The research prompted by this project even ended up spawning some articles for the TLS frontpage, such as "Is FFVII connected to FFX and X-2?" and "What is the name of FFVII’s planet?"
Early on I recruited my cousin, Adrian, to make the music for the game. While his heart was in the project (as he is also a Final Fantasy fan), his real-life occupations meant that only a few experimental pieces got made.
I have For All Gaia's Children to thank for making me learn how to use Adobe Photoshop, as it was necessary when I strived to create pixel art for the game. I had no experience with pixel art when I started out, and, in fact, I had not attempted any artistic endeavors in almost ten years when my attempt at graphics began. A lot was learned, and through great hardship, but -- as this thread has already shown -- very little was created in the pixel graphics department.
In the concept art department, it was clear almost as soon as serious investigations began that the art of CrimsonSun was the most compatible to our vision. It was the perfect meld between the official art by Tetsuya Nomura and that fan-made quality we aspired to. Crimson declined our first request for participation in February of 2013 due to a stressful schedule. Almost exactly a year later, we contacted CrimsonSun again with the request -- and this time Crim accepted! This cooperation resulted in the wonderful work that the reader has probably already viewed. =)
In early 2014, I also started learning RGSS3 so that I might code the game in RPG Maker. I learned a lot, and it was a less emotionally demanding process than creating pixel graphics, but I never reached the point of creating finished code for FGC. My RGSS3 journey essentially ended in summer 2014, alongside my graphics attempts.
By the end of 2014 I could finally admit to myself that the project was too ambitious and too exhausting to devote much of your life to in secrecy. That essentially marked the end of the For All Gaia's Children project.
Q: If the project ended in late 2014, why was it only revealed in January 2016?
A: The fault is all mine. The failure of the project first contributed to a launch into depression, and even when my vitality improved, it still proved too emotionally exhausting to revisit FGC and organize its burial. My deepest thanks to Squall_of_SeeD for being so infinitely patient with me.
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