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891124 Posts in 33523 Topics- by 24768 Members - Latest Member: Stome

June 18, 2013, 11:52:08 PM
TIGSource ForumsDeveloperFeedbackDevLogsPaper Knight's Story
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SolarLune
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« Reply #15 on: May 12, 2012, 03:40:46 PM »

It does look better. I liked the columns in the foreground - if you could put them back, darken the middle, of the sprite, and make them partially transparent, I think it would help out.
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In-Qu Games
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« Reply #16 on: May 12, 2012, 05:42:24 PM »

Wow, I was trying to figure out the best way not to obscure the hero and transparency didn't even cross my mind.  Thanks for the tip, SolarLune.

Alright, newest version.
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SolarLune
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« Reply #17 on: May 12, 2012, 08:06:56 PM »

Better (in my opinion). I would say darken the pillars close to the camera, and make the middle of the pillars furthest from the camera lighter (like the pillars two pics back were like, but there should be more contrast with the light areas). If you look at your scene, the light areas are basically in the middle of the scene, with the people. Just some suggestions. Things are looking better, to be sure. The animations seemed a little rigid. Is that the limitations of the engine (RPG Maker, right)?
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PsySal
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« Reply #18 on: May 12, 2012, 10:32:49 PM »

Looks great without the gradients. Good job! The paper style is underutilized and very reasonable way to get content made for an indie, I think this has a good chance of succeeding. Just don't let yourself get bogged down tweaking artwork (gradient purge was well worth it tho)

=) Keep going!

EDIT: I should say I like the gradients on the last screenshot, i.e., the far background wall and the foreground, it works well.
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Franklins Ghost
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« Reply #19 on: May 12, 2012, 11:16:22 PM »

Nice to see how this has changed for the better, you're doing a good job Smiley
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Venks
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« Reply #20 on: May 12, 2012, 11:43:10 PM »

This game looks really awesome. Unfortunately I can't really watch videos at the moment so I'm not sure if you explain it in there, but could you tell me about the battle system?

That's usually what I care about the most in RPGs.
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PompiPompi
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« Reply #21 on: May 12, 2012, 11:56:28 PM »

Could turn into a really sweet game!
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Kickstarter? no no no... it's Kicksucker...
In-Qu Games
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« Reply #22 on: May 13, 2012, 09:21:27 PM »

Thanks for the replies.  I hope it turns out good as well.

This game looks really awesome. Unfortunately I can't really watch videos at the moment so I'm not sure if you explain it in there, but could you tell me about the battle system?

That's usually what I care about the most in RPGs.

Right now, the battle system is turn based.  What I was able to do today (which isn't featured in the video) is create a system for adding specific inputs to accompany skills. A skill may require you to input a series of button presses when prompted in order for it to do more damage or hit the opponent more times. Or it may require you to line up a sight, or charge a meter with rapid button presses. Every attack will utilize this in some fashion.  I'm also considering incorporating "Limit Breaks."

Here's a screen I don't think I posted here.  It shows off the new sprite for the bear, and updated Nait battle sprite
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In-Qu Games
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« Reply #23 on: May 15, 2012, 10:56:16 AM »

Here's a gif I made of one of Nait's potential abilities.
He probably won't be vanishing castles' very often, but I do intend on having similar and smaller-scaled magic as part of his dungeon puzzle solving arsenal.

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In-Qu Games
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« Reply #24 on: May 18, 2012, 09:07:10 AM »

Another update: the rest of preliminary tilesets that I've made so far. I want to make a village one next, including some npcs.

http://www.youtube.com/watch?v=VXRzX_pAQ2A&feature=plcp
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In-Qu Games
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« Reply #25 on: May 24, 2012, 02:03:42 PM »

It's been a while, and haven't done much work on the game itself.  Another member of the team was able to start work on making some songs (admittedly we're just feeling things out) so I wanted to do a music update.

Click on the image to go to the track on youtube:

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In-Qu Games
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« Reply #26 on: May 29, 2012, 09:21:08 AM »

Thanks to everyone who helped us reach our goal!
Now for the hardwork to really begin!

I decided to spend this week working on the battle system and here's what I have to show so far.


*The enemies are placeholders obviously, and eventually the Apostropha will look more unique to go along with their element/trait. I wanted to reduce the real-estate used by the status window.

In terms of similarities to Paper Mario, PKS will "aesthetically" share:
-Low Stats
-Low Damage with simple algorithm
-No damage variance

.. and in the feature set as well:
-Attack Folding (Action Commands)
-Defense Flipping (The "Guard' Action Commands)
-Paper Clips (Badges)

Nait Specialization
The main difference will be in the specialization of the Hero. Using Paper Clips and equipment, you'll be able to make Nait a Mage, a Knight, or something in between. While Paper Mario focused more on the location of enemies (grounded/flying/ceiling) and how to approach them (spiked? on fire?), PKS will instead focus on Physical Vs. Magic. In a game where you only start off with a handful of HP and 1 or 2 damage is common, it'll be in your best interest to learn that a certain enemy has more than 3 PDEF and therefore your physical attacks won't damage it and stuff like that.

In the Physical V. Magic train of thought, Elements will also play a big role. I don't feel like elemental weaknesses have been a major thing outside of Pokemon so I want to try and incorporate a rewarding system of learning enemy weaknesses in the game, while also not being too broken. I think that's where the Paper Clip System will shine, since depending on how you spec Nait you'll have access to a range of different elemental skills and techs. To supplement this, Apostropha (little fairy like creatures), will join your team in your travels. Each focuses on one thing (Fire Magic, Healing Magic, Physical Attack, Buffs, etc...) but you can only take 3 into battle with you at a time. This should be helpful to players who don't want to use all of their Paper Clip Points on different skills, and instead want to use them for different bonuses.

Defense Flipping
Right now the ability to defend against attacks by pushing the Action Key (C) upon contact has been programmed.  It's called Defense Flipping, and it will reduce the damage received by 1.  With expert timing, you can perform a Super Flip, nullifying the damage completely.

Paper Clip System
Also, I began work on the Paper Clip system.  Paper Clips are a type of equipment that require a certain amount of Paper Clip Points to equip them.  (Aka Badges).  The first of which completed is called the "Flip Up Clip" which simply reduces the damage received after Defense Flipping by an extra point.  Some clips will alter stats, teach you skills (95% of skills are learned from Paper Clips), give you bonuses when conditions are met (like raising your strength when your HP is low) and even non-battle bonuses.
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In-Qu Games
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« Reply #27 on: June 16, 2012, 10:46:05 AM »



More info on the Apostropha


The Apostropha are ancient spirits that have been a part of the world since the beginning.  No one knows exactly what they are, but the Great Book mentions them joining with the Knight and other hero's throughout history to vanquish the rising evils. 

In Paper Knight's Story, the Apostropha join Nait as he searches for the Author's Pencil.  They are very helpful to his cause, especially on the battle field.  Each new Apostropha is a new ally in battle, each with it's own unique traits, stats, and abilities.   Typically, an Apostropha is defined by one trait.

General Types of Apostropha
Elemental - These are based on one specific element, learning high levels of both physical and magic skills that use that elemental.  They are also very weak  to the opposite element but resist their own element.
(At least 4, one for every element)

Support - These apostropha specialize in helping out Nait through either healing him or providing status buffs.
(At least 3)

Special - These apostropha provide unique abilities and are typically optional or hidden.  They specialize in stealing equipment/items/gold bills from enemies, raise the experience/gold bills gained at the end of battle for the party if the apostropha is alive, or simply draw 90% of the enemies attacks to them.  Although their abilities maybe less conventional, a skilled player might figure out the best way to use them. (At least 2)

As of now, there are 10 planned Apostropha in the game, and there will be secret ones for the player to discover on their own. Apostropha do have their own levels and gain experience, so the player must keep this in mind when switching up their party.
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SpaceFish
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« Reply #28 on: June 16, 2012, 01:36:44 PM »


This game looks really cool man keep it up, i was allredy in photoshop so i made a quick sketch for you as well ^^
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PsySal
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« Reply #29 on: June 23, 2012, 10:08:48 PM »



OH MY GOSH YES
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