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-World of Kailis-
-Media-
-Forum-
-Gallery-
-Downloads- |
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-World of Kailis-
-Characters-
-History-
-Features-
-Episodes-
-FAQ- |
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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...
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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.
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Click the
image above to see a larger view. |
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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.
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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.
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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.
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