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Action Battle System (ABS)

One of the main features of Kailis is its battle system. It will be player controlled on the playable maps. Enemies will be wide and diverse. As you take control of Luna, you will immediately notice the time, patience, and customizations we have made to make Kailis special.

We have replaced the traditional RPG "Mana" or "Magic" for Endurance. What is Endurance? That is quite simple; Endurance is just like what any human needs to complete strenuous activities. Because our heroine Luna can't literally cast magic as a Dragoon, she must exert Endurance to perform the various attacks you see to your left. Luna's Endurance will be capped at 100/100, to challenge players in limiting skill usage, introduce technique priorities, and prevent technique spamming with Mana Potion usage that is seen commonly in RPG battle systems similar to Kailis.

In addition to Endurance, we limit the hotkeys that you can equip at a time to one. However, changing this hotkey is quite simple, but it allows the player to use a technique, switch to a new one strategically, and use this new technique in succession of the last used hotkey so the player has a never limited battle strategy. Techniques are far from non-existent. There will be quite a number of ways to acquire new skills, from leveling to certain levels, progressing in the storyline, completing side-quest lines, collecting special technique books, and more. Obviously, the better techniques will be harder to acquire, but in some cases the best technique won't always be the best choice in some circumstances, so being choosey will be an effective tool when in battle.

Aside from the Endurance spectrum of the ABS, we plan to make enemies and bosses quite unique and diverse, some enemies will follow you, some will shy away when in critical health; some will use magic, while some may use melee like Luna; some enemies will require certain skills to die, and much more. Our boss system, for the first game atleast, is quite unique. We plan for each boss to have two battle "phases", the first is the strategic and tactical battle, where the boss will have to have something happen to harm them. The second phase will be similar to normal enemy fighting, where they will use debilitating skills and magic against you, however you will have something in store for them during this "phase" as well...

 

   
                 
 

Heads-Up Display (HUD)

With the style of battle system we use, it will have a HUD to compliment it. The HUD will be like a constant battle screen display, disappearing during cut-scenes and appearing everywhere else. The HUD will consist of a few key components:

A Mini-map, the current map name, your EXP, your HP, your END, your Level, your Buffs, your Debuffs, and your currently equipped Hotkey. The best part about the HUD, it is fully custom and fully animated at all times. So your screen will always be full of new information to take in and immerse you more into the game.

   

Click the image above to see a larger view.

                 
 

Episodic Releases

Unlike common RPG's, Kailis will be released in shorter game releases we call Episodes. Each episode is obviously going to be different than the last. Here are the specifics for an episode:

~2-5 Hours of game-play including side-quests, story-quests, and cut-scenes. A beginning cut-scene (Large), game-play and ONE dungeon, mid-game cut-scenes (Small), side-quests, final cut-scene (Large), credits, and continued game-play. When you complete an episode, you are allowed to go back and complete the optional side-quests or level Luna to the max level of the episode, or dilly-dally as much as you want!

When we have all the episodes for a game, we will then create a "hard-mode". This hard-mode, will be a combined version of all the episodes to create a full game as it was intended. This version of the game will not only be 2x, but in fact most will find it 5x harder than the episode releases. This is because in episodes, the player level is limited to 10 levels per episode, you also start at the max level of each episode when you start, however you are not required to reach the max level. So when the player beats the first dungeon at level 5, they may be able to continue on to the second dungeon, but they will find even enemies outside the dungeon to be difficult and the enemies inside the next dungeon impossible. So taking time to level and learn strategies to taking down enemies easily will be a key to this version of the game, it is obviously intended to be hard because we are not going to "dumb-down" enemies or boost Luna's abilities with this release, it will be released as Kailis was originally intended, challenging and difficult.

   
 

Deep Storyline

Sure, lots of RPG's out there have a good deep storyline, but how many of them actually focus real deep one one section of the story, most seem to magnify the situation as it is important and back away to the next part of the story often leaving players with an empty feeling. With Kailis we want to avoid this.

Instead, with each episode we have and will continue to try and provide deep long storylines for each episode that tell a story in their own while telling a larger story and the beginning of an even larger one beyond it. Doing this will encompass points of the story which we deem to be "critical" moments, without overshadowing minor details such as side-quests and side-stories intertwined with the story. Much of these stories will be unfolded in each episode and if one storyline leaves a gap questioning behind it, we promise we will close that gap at the correct time.

Most characters will have a sort of history behind them, obviously non playable characters won't, but anyone with a name or unique face to identify with will have some sort of history with them. If you have a mathematical mind, our script of dialogue and actions is over 62 pages long, just for the first episode, imagine what the whole story will have once it is completed, that could be as long as a novel on its own.

   
 

Other Features

Most of the above features are the key ones we would like to express in detail. However, there are quite a few others that should be addressed to an extent, we don't want you to be disappointed!

Puzzle System: The way we do puzzles is similar in some respects to traditional RPG's, pushing switches, boulders, and more. However, we also have sub-character puzzles. These puzzles allow you as a player to take control of a sub-character, to achieve a certain task to allow Luna to progress onward in a dungeon. We won't make one episode have a puzzle type and never reintroduce it in another dungeon, instead we will provide significantly more of the new puzzle object in new dungeons and mix the older puzzle types along with it to make dungeons more challenging as you progress through new dungeons to the end. Most puzzle objects will be obvious, with icons, animated sprites, and more signs of these puzzles, so you won't get stuck to often.

Side-Quest System: Sure, we all love the main story of any game we play, but some of us want more for their time. So to please the audiences like this, we have introduced a new concept, side-quests. When originally creating Kailis, I had planned on adding these in, but undoubtedly canned the idea as I figured it would drive the player away from the main story and often leave them confused. However, because of the way we will release the story, the player will know when they are on the right track with the main story. Side quests will consist of quests that you can even complete as you progress through the main story as well, complete them afterwards to add more game-play after you complete an episode. Side-quests will often introduce unique side stories that give the game more depth. Some episodes will have more side-quests than others and some episodes will even have side-quests that you must complete to obtain more main story information, thus suggesting the player involve themselves with side-quests as often as they occur.

Cut-Scenes: We have a unique way of displaying our cut-scenes and any dialogue. We have a very emotional picture based system. If a character is mad, scared, hyper, or even determined you will see it in their picture as they talk, recognizing who is speaking won't be difficult, we will have it set up to the extent where you'll catch on within minutes of who is speaking and to whom.

Custom Artwork: All of our art is custom made for Kailis, we even have it down to sketches and posters as well as official artwork. Artwork is done by Dragonfly Studios, which work in cooperation with Luna Productions.

Custom Music: All of our music is custom made for Kailis, every little song is unique and well thought out before we make it. We want you to have not only a visual pleasing experience and be immersed in our story, but we want you to be surrounded by music that will drive moments of the story further than mere words can speak. Music is done by Oceanwave Studios, which work in cooperation with Luna Productions.

Custom Spriting: Along with artwork and music, the game you see would not be there if it wasn't for the talented spriters within Luna Productions. Their time and effort are recognized time after time and will live on forever as long as this game exists.