udivision
May 25 2012, 03:37 PM
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
StoryPaper 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!
CharactersNait- 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 BearGoldy, 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.
CreditsMGC - 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
amerk
May 26 2012, 01:49 PM
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.
udivision
May 28 2012, 08:26 AM
Here are some landscapes in video form:
Early Landscapes VideoAnd potential uses for a magic based "Puzzle Solving" system
Cleril
May 28 2012, 11:29 AM
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!
udivision
May 28 2012, 02:56 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.
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)
udivision
May 28 2012, 04:42 PM
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.
Cleril
May 28 2012, 05:58 PM
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.
udivision
May 28 2012, 08:42 PM
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.
shinyjiggly
May 29 2012, 12:21 AM
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?
udivision
May 29 2012, 07:20 AM
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.
Cleril
May 29 2012, 12:04 PM
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?

Also the background behind the trees could use some less sky and maybe some more layers for it to give a sense of depth.
error_on_page
May 29 2012, 01:46 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.
udivision
May 29 2012, 02:09 PM
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?

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.
error_on_page
May 29 2012, 02:24 PM
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.
kayden997
May 30 2012, 08:32 PM
question.

Please say you're going to include it
udivision
May 31 2012, 01:13 PM
I'm not exactly sure what "it' is. The stage light?
kayden997
May 31 2012, 01:57 PM
Yes, for the selections and such.
zacheatscrackers
May 31 2012, 03:07 PM
Oh wow, I've always liked the PM games, so definitely looking into this.
udivision
May 31 2012, 04:37 PM
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.
amerk
Jun 1 2012, 07:06 AM
So I looked a bit more into this game and will definitely give you props. This looks like it will be a lot of fun once it's released, and the kick starter site seems to be hitting off. I just can't shake the feeling though that this would be a great addition to the Nintendo DS versus a PC game. I mean, you've got T-Shirts in design stages for this, and I can just imagine whatever other trinkets and merchandise that could be made to sell this. Heck, it could be the next popular "Mario'isqe" series since... well, since Mario.
udivision
Jun 1 2012, 07:56 AM
If I was a competent programmer, I'd make an iOS port of this to reach more poeple. However, an indie game becoming popular is a lighting strike kind of deal. Yeah, everyone notices when it happens but it considering how many indie games there are it doesn't happen enough to try and count on it happening to you.
That being said, I'd like to treat this as my own little "franchise," with at least 1 sequel down the road and a short, browser-based platformer using the RPG's assets and probably made in construct 2. I don't have any other plans for it after that though... so time will tell.
udivision
Jun 2 2012, 07:19 PM
Here's a new video showing off the battle system:
Battle TeaserThings to note:
-"Flipping" is when you guard an attack by pressing "C" right as it hits.
-"A "Super Flip" happens with precise timing
-Right now there's a 15 frame window to perform a "Defense Flip." I want it to be easy, but that window might be reduced.
-A successful "Attack Fold" can result in increased damage or multiple hits. Failures can result in reduced damage or not attacking at all as you see in one point in the video.
zacheatscrackers
Jun 3 2012, 08:30 AM
...holy crap.
Had it not been for a couple familiar RTP XP resources (nothing wrong with using a bit of RTP, though; don't get me wrong), this would have felt EXACTLY like a Paper Mario game. Jesus, you've NAILED just about everything I love about a PM game battle-wise.
Keep it up. Really.
udivision
Jun 3 2012, 11:06 AM
Ha, thanks. I promised to get the video out this week so late last night I was kind of rushing. I haven't started work on my own battle animations yet, but they should be easier to do than some of the other stuff I've had to work on.
zacheatscrackers
Jun 5 2012, 09:16 AM
Mk.
Keep up the good work.
supercow
Jun 5 2012, 09:31 AM
looks cute

i hope i get to see it finished
udivision
Jun 5 2012, 06:25 PM
You most certainly will.
udivision
Jun 11 2012, 05:52 PM
Here's a look at the Official Strategy Guide I'm planning for PKS:

Working on outlines, move data, items and a bunch of other database stuff. Might post new screens this week though.
Cleril
Jun 11 2012, 06:48 PM
QUOTE (udivision @ Jun 11 2012, 09:52 PM)

Here's a look at the Official Strategy Guide I'm planning for PKS:

Working on outlines, move data, items and a bunch of other database stuff. Might post new screens this week though.
Is this guide coming with the game or is it sold? Then again, is this game to be freeware.
udivision
Jun 11 2012, 07:13 PM
Free & Digital of course. But it'll be released a while (6+ months?) after the game so the temptation to spoil oneself isn't there for early adopters.
zacheatscrackers
Jun 14 2012, 10:12 AM
Pretty much all Paper Mario games have guides as far as I'm concerned (not counting the 3DS one since it hasn't been released yet) so it's fitting to me.
udivision
Jun 15 2012, 09:47 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 ApostrophaElemental - 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.
Shaddow
Jun 20 2012, 08:56 AM
As many have said before me, this game truly looks incredible, I am very very impressed. I play a lot of games and so I'm a bit of a snooty gamer when it comes to RPGMaker games, but I will play this on day 1, no doubt about it.
As far as your search on how to remove that clutter from your battle screen, why not put the hp/sp above the characters head in a smaller icon? This will let you know who it's for and save space, plus would look rather nice. A way to really keep it clutter free is to only have the hp/sp show up when that character is highlighted, either for their turn or as the subject of a healing/buff.
It is only a small suggestion, but I really feel like it would fit the feel of the game and really help reduce that clutter.
udivision
Jun 21 2012, 08:25 PM
I think the revision I posted solves most of the screen real-estate issue. Another thing to keep in mind is, because of the perspective I'm using, I can't place characters in the bottom third or top third of the screen without breaking the perspective so that space can't be used for much except for scenery. I may further reduce the size of the menu though. I don't want to get rid of it completely because I do like how when you switch menus in the battle separate pieces of paper come and go representing a literal menu.
MagitekElite
Jun 24 2012, 09:22 PM
This looks amazing! I always loved the "paper" effect of Paper Mario. It was one of the best features of the game. I love it when I see a game like this; so much difference that it is very, very exciting to see and keep an eye on!
Its so cute. So. Cute. T.T
udivision
Jun 26 2012, 04:27 PM
^Thanks!
(Sorry about the quality, but click the image for the video)

Here's a video of me playing around with an early version of the Paper Arts/Paper Crafting system. The pop-up menu will be context sensitive, meaning that certain abilities will be shown for certain types of objects. Of course, you'll gain new abilities as you progress through the game and won't start off with much.
And a random screenshot of some of the first indoor tiles I've made for the game.
udivision
Jul 9 2012, 03:15 PM
Particle Engine

(scenes from the upcoming intro video)
Today I was able to make a simple particle engine for use in Paper Knight's Story. It's certainly a different type of script than what I'm used to doing, and not terribly original, but it's important that I figure out how to do these kinds of things. I want to release the Particle Engine, and other scripts I make, to the public
before PKS is officially released.
In other news, I've been able to put in consistant work on the introduction of the game now that my focus has shifted from battle. There are still a few more scenes I need to get out of the way, but overall the production has been going well.
zacheatscrackers
Jul 11 2012, 10:36 AM
That's great to hear, man.
Here's to hoping progress stays steady. Loving that look of that particle engine, btw.
thatgreenalien
Jul 15 2012, 05:07 PM
Looks really neat, I love the art and the story is pretty unique as well
I would recommend having more attacks/skills and even puzzles based on book/paper themes, kinda like PM but add your own twist to it.
udivision
Aug 1 2012, 08:53 PM
^Hmm, I hadn't thought much about applying the paper theme to moves/skills, but it definitely will come to play in terms of puzzles.
Here is a quick (literally) look at the Southern Paper Plains, the intro area to the first dungeon.

Sorry for the speed, wasn't able to get a non-janky capture.
udivision
Oct 20 2012, 01:18 PM
A glimpse at the first dungeon.

Nait will have to figure out the secret of the Pyruspa Forest if he ever hopes to find the Ancient Pen.
Clord
Oct 20 2012, 01:23 PM
QUOTE (udivision @ Aug 2 2012, 07:53 AM)

^Hmm, I hadn't thought much about applying the paper theme to moves/skills, but it definitely will come to play in terms of puzzles.
Here is a quick (literally) look at the Southern Paper Plains, the intro area to the first dungeon.

Sorry for the speed, wasn't able to get a non-janky capture.
Odd as it might sound. Game reminded me of Bastion due the scenery stuff popping up. The bridge part.
amerk
Oct 20 2012, 06:08 PM
The video... I don't know. I know it was a teaser but it just didn't really offer anything to the project that a screenshot couldn't have shown. I was hoping for something a bit more promising with a hint of gameplay like your main post indicates. Hopefully the next vid will have something a bit more concrete.
udivision
Oct 20 2012, 06:40 PM
^That's true, probably should've just posted this gif instead:

It's just that when it comes to maps, I don't like how still shots of PKS look. You don't really get the sense of the perspective, I feel.
All of this is actually a month old, so it won't be so long before the next teaser is shown (next week) which will show off some dungeon mechanics that Nait uses.
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