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> Paper Knight's Story, A Paper Mario-esque RPG that's not as flat as it looks!
udivision
post May 25 2012, 03:37 PM
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Paper Knight's Story

Abstract: A Paper Mario-esque RPG that's not as 2 dimensional as it looks!
Genre: Adventure/Fantasy
Engine: RPG Maker XP


Story

Paper Knight's Story is a turn-based RPG set in the world of an old fairy tale.  However, unlike your typical story, the characters have become aware of the book's ending: the Kingdom is destroyed!  Having learned of this most troubling spoiler, the Kingdom decides to do... nothing.  Everyone is much too afraid of The Sad Ending or too busy seizing their last days to try and change their destiny.  There is, however, one lowly boy who finds the courage to try and stop the The Sad Ending from happening.  He sets out on a quest to find the Author's Pencil, an ancient relic said to have the power to change The Sad Ending into The Good Ending, and with the help of magical beasts known as the Apostropha, Nait very well may be able to save the Kingdom.  That is, unless Antag the Dark has his way!

Characters
Nait- When the world needed a knight, this unlikely mage rose to the ocassion. Seemingly a typical silent protagonist, but the third-person omniscient Narrator gives us a glimpse into his mind. He's more genre-savvy that some of the other characters in the game. Tasked with finding the Author's Pencil, Nait is willing to do what most other residents of the Kingdom aren't.

The Master Scribe-Ever so often, the Great Book reveals another page and another prophetic piece of the future. The Master Scribe, along with the scribes who work with him, are tasked with deciphering the ever changing code of the book and relaying that info to the masses.

The Knights-After a too-long peace, the Knights aren't as well-trained as their forefathers. Now that evil is on the rise, will they be enough to stop it?

???/Antag the Dark-Little is known about him, except that he's been prophesied to best the Hero at the end. Rumor has it that he once lived in the Kingdom...

Goldy the Bandit Bear
Goldy, the kleptomaniacal Bandit Bear shunned from her clan of bandits for breaking the Bandit Bear Golden Rule: never steal from a fellow Bandit Bear. Her goal is to find (steal) the Aurthor's Pen, and rework that bit of irony from her backstory. Although she bears (ha!) no ill-will towards Nait, their paths often cross.

Credits
MGC - Mode7 Script
Atoa - Atoa's Battle System

Screen Shots



Features
-Pop-up paper artstyle we've made to fit the mood.
-Light-hearted adventure not afraid to poke fun at typical gaming conventions
-Simple and engaging battle system featuring "Action Commands"
-Many areas to explore, with unique scenery

This post has been edited by udivision: Jun 17 2012, 03:08 PM


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amerk
post May 26 2012, 01:49 PM
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What about the graphics? If these weren't made by you, you'll need to credit their sources as well. Once you confirm this, I'll move it over.

Edit: OP confirmed graphics were his through PM, so moving this over.


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udivision
post May 28 2012, 08:26 AM
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Here are some landscapes in video form:
Early Landscapes Video

And potential uses for a magic based "Puzzle Solving" system



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Cleril
post May 28 2012, 11:29 AM
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This looks really awesome however it would be nice to get some more details about combat and other gameplay elements.

In any case, you have my support!


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udivision
post May 28 2012, 02:56 PM
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Thanks, I'm actually devoting this week to hammering out more specifics with the battle system. At the very least expect something similar to Paper Mario "aesthetically":
-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)
-Footnotes (Badges:)

The main difference will be in the specialization of the Hero. Using Footnotes 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, 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 Footnote 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 Footnote Points on different skills, and instead want to use them for different bonuses.


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kayden997
post May 28 2012, 04:15 PM
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This sounds awesome. First of all, I'm a huge Paper Mario fan. And second, I love the art work so far.
From what you've explained in the previous post, the battles will typically be the same but with some noticeable differences.
The one problem I have so far with the battle is you are a mage + knight? So, in my theory, magic will either be under powered or over powered. I can't see it being balanced; for the fact that you're adding weaknesses. We'll see how that goes.
Another question I do have is: is that interface going to be the one in the demo? If so... It's kinda looks out of place.

Oh, and another question: Paper Mario 64 or Gamecube? (As in which are you basing it off)


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udivision
post May 28 2012, 04:42 PM
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QUOTE (kayden997 @ May 28 2012, 04:15 PM) *
This sounds awesome. First of all, I'm a huge Paper Mario fan. And second, I love the art work so far.
From what you've explained in the previous post, the battles will typically be the same but with some noticeable differences.
The one problem I have so far with the battle is you are a mage + knight? So, in my theory, magic will either be under powered or over powered. I can't see it being balanced; for the fact that you're adding weaknesses. We'll see how that goes.
Another question I do have is: is that interface going to be the one in the demo? If so... It's kinda looks out of place.

Oh, and another question: Paper Mario 64 or Gamecube? (As in which are you basing it off)


Magic will be balanced because a chunk of enemies will be resistant to it, and there will be element based physical attacks as well. We're only going to use a handful of elements (maybe 4) so memorizing who is weak to what won't be a chore.

All (well, most) graphics are in a state of flux. Even since the project first went live we've made changes thanks to the suggestions of those who took the time to be constructive. As of this posting, the battle scene doesn't even look like that anymore, so we are open and receptive to suggestions.

Paper Mario TTYD. I don't think it's a controversial opinion, but TTYD just said "Let's make all of the mechanics better." to 64.



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Cleril
post May 28 2012, 05:58 PM
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QUOTE (udivision @ May 28 2012, 06:56 PM) *
Thanks, I'm actually devoting this week to hammering out more specifics with the battle system. At the very least expect something similar to Paper Mario "aesthetically":
-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)
-Footnotes (Badges:)

The main difference will be in the specialization of the Hero. Using Footnotes 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, 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 Footnote 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 Footnote Points on different skills, and instead want to use them for different bonuses.


Sounds good, I wish to see it run in action!

I'm familiar with the Paper Mario series (at least, the two good games, the turn based ones) and that's especially why I enjoy your work here.

If you do make a video of this though, make sure it's a bit slower/edited better. Your map one would of been a lot better if it wasn't two seconds of each location.

Wouldn't "Paper clips" be a better name for badges than footnotes? I mean, both work, but footnotes seem more permanent in words than do paper clips.


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udivision
post May 28 2012, 08:42 PM
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Yea, you're right. There are a couple of things I want to show off in the battle video, so it should be longer.

I can't believe "Paper Clips" never crossed my mind... I'll definitely use that, thanks!

Here's a new screenshot of the battle system, my third revision 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.


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shinyjiggly
post May 29 2012, 12:21 AM
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This is looking pretty sweet so far! I absolutely adore the Paper Mario series so I can't wait to see what sorts of deviations from the formula you come up with.
Also, what are you planning to do for exp/star points? One of the small gripes that I've had with the Paper Mario games is that late in the game you can go a couple areas back, nearly get your butt kicked, beat them, and only get one measly star point out of the entire thing. Will it stay with the 100 points to the next upgrade, amounts given changed with level accumulation, or will you attempt a different approach?


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udivision
post May 29 2012, 07:20 AM
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At this point, I plan on using a normal exp and leveling system with characters gaining 1 HP or SP every level and all other stats staying constant.

Overleveling will be possible, but if you do you'll only have more HP or SP, and your four other stats would be unchanged. I think we saw in Paper Mario that even if you focused your upgrades all on HP that didn't mean you would be able to complete the Pit of 100 trials. You'd take a lot of hits, but you couldn't output enough damage quickly enough for it to matter.

Hopefully PKS will find a balance in that area too.


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Cleril
post May 29 2012, 12:04 PM
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QUOTE (udivision @ May 29 2012, 12:42 AM) *
Yea, you're right. There are a couple of things I want to show off in the battle video, so it should be longer.

I can't believe "Paper Clips" never crossed my mind... I'll definitely use that, thanks!

Here's a new screenshot of the battle system, my third revision 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.


I'd just say lower the size of the text within the lowest box. Then adjust it's size and fit it to the right. Then on the left side perhaps you could have a GUI that showed turn order? Or maybe what you would use as star power (if you're using it). And I'd love to see the choice selections have transitions if you are planning to do that.

Also the players drop shadow looks off, it should be a bit lower in my opinion.

Also it wouldn't hurt to give the paper world around you some depth with shadows. There's a sun in that world, right? wink.gif

Also the background behind the trees could use some less sky and maybe some more layers for it to give a sense of depth.

This post has been edited by Cleril: May 29 2012, 12:06 PM


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error_on_page
post May 29 2012, 01:46 PM
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Congratulations on getting to you $1000 goal on Kickstarter!

I haven't played the first Paper Mario, but have played the second and third, and I much preferred the style of combat in the second, so this game really piques my interest. I can't wait to play it when it's done.

Also, you mentioned upon leveling up you will increase your HP or SP and the other stats will stay the same. What other stats are you using? Is it the default RPG Maker ones, or are you only using some of those? If you're only using ATK and DEF, why not give the player the option to increase either their HP, SP, ATK, or DEF? This would make it so if a player tries to focus just one stat they will have a much harder time later in the game, whereas if they balance it out while specializing in one thing a bit more, then they it because a more steady difficulty curve.


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udivision
post May 29 2012, 02:09 PM
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QUOTE (Cleril @ May 29 2012, 01:04 PM) *
I'd just say lower the size of the text within the lowest box. Then adjust it's size and fit it to the right. Then on the left side perhaps you could have a GUI that showed turn order? Or maybe what you would use as star power (if you're using it). And I'd love to see the choice selections have transitions if you are planning to do that.

Also the players drop shadow looks off, it should be a bit lower in my opinion.

Also it wouldn't hurt to give the paper world around you some depth with shadows. There's a sun in that world, right? wink.gif

Also the background behind the trees could use some less sky and maybe some more layers for it to give a sense of depth.


Thanks, I'll put out a new draft this week based on your suggestions. As it is now, I have no plans for Star Power or skills outside of the SP system.


QUOTE (error_on_page @ May 29 2012, 02:46 PM) *
Congratulations on getting to you $1000 goal on Kickstarter!

I haven't played the first Paper Mario, but have played the second and third, and I much preferred the style of combat in the second, so this game really piques my interest. I can't wait to play it when it's done.

Also, you mentioned upon leveling up you will increase your HP or SP and the other stats will stay the same. What other stats are you using? Is it the default RPG Maker ones, or are you only using some of those? If you're only using ATK and DEF, why not give the player the option to increase either their HP, SP, ATK, or DEF? This would make it so if a player tries to focus just one stat they will have a much harder time later in the game, whereas if they balance it out while specializing in one thing a bit more, then they it because a more steady difficulty curve.


Thanks! We're happy to have been funded so quickly.

The other stats used are ATK, MAG, PDEF and MDEF. The damage in the game is really low, like Paper Mario, so raising those stats can really break the game. By using story-based power-ups (notice how in PM you only got stronger when they wanted you to?), equipment, and Paper Clips I can have a better gauge of how strong the player is and how strong they could be at any given point. Raising a stat other than HP/SP by 1 should be a major thing, so it'll be more regulated.


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error_on_page
post May 29 2012, 02:24 PM
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Okay, that's understandable. I actually haven't recently re-played Paper Mario (the copy of TYD I bought from GameStop froze after the game-show part). I can see why you want to do that though. Thanks for clearing that up.


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kayden997
post May 30 2012, 08:32 PM
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question.


Please say you're going to include it


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udivision
post May 31 2012, 01:13 PM
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I'm not exactly sure what "it' is. The stage light?


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kayden997
post May 31 2012, 01:57 PM
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Yes, for the selections and such.


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zacheatscrackers
post May 31 2012, 03:07 PM
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Oh wow, I've always liked the PM games, so definitely looking into this.


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udivision
post May 31 2012, 04:37 PM
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That is an cool aesthetic but probably not one that should be copied. Paper Mario is, among other things, inspired by theatrical plays. In fact, the story of PM2 is re-enacted as such at the end of the game. I don't think I should go beyond the theme of paper & pop-up books.


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