Kinetic Cipher (Ace) Dev Blog #2

kca-004

For anyone keeping track, 3 maps down, 197 to go.

Busy week but I managed to get a fair amount down. I did the intro with Insandru first this week but then I put off mapping the next area as things like chests will be easier to do once the database is done. Databasing is also one of my least favourite parts. So I moved onto Nero. In the original Kinetic Cipher it was possible to fail the test at the beginning of the game and then Nero didn’t join your party until much later, in Kinetic Cipher again that was done away with and Nero is so far a pernament fixture on the team. Where as Karen suffered from too many skills, Nero only has two skills, although it looked like he was close to getting his third skill (having gone through the database). His skill system was mentioned after he learned Brain Buster, Nero was set to learn skills by defeating specific opponents. Given that I had the upgrade system in place already for Karen/Nate I decided to extend it to Nero (and probably all non-guest player characters). Kinetic Cipher is a long game and it’s more fun when your characters develop along the way. So for Nero’s skill system display I broke it down into two parts. First is a screen listing his skills and their potential upgrades. Second is a list of challengers, which will get added to as you play. Hopefully it is simple enough and straight forward.

 

 

The pirate will show up after you’ve met those other pirates.

After Nero, Robin is next to grace the party. Brickroad did a thought exercise a long time ago where he detailed five things he would change about Kinetic Cipher (http://scibbe.com/archives/1804). I’ll go through the list but the pertinent point is that he would change Robin’s status as a playable character to that of a guest NPC. I don’t 100% know what Brickroad considers a guest NPC to be; until corrected I’m going to operate under the assumption that it’s a one time party member who never rejoins the party after their time is done. The alternative would be that Robin travels with you but not in any combat capacity; which given that I am remaking Kinetic Cipher again and the fact that Robin was a big part of Kinetic Cipher again would feel wrong to me. I designed her system such that with a couple of minor edits it could later become a stand alone crafting system (say Robin sets up shop and you visit her to craft). It works very similarly to Kinetic Cipher again, you combine a metal and an element to create either a gadget, consumable, weapon or piece of armour. Though now it’s done via menus rather than text boxes. You have the ability to filter all of Robin’s possible creations by their various options. I think it turned out well.

 

 

Sorry about the confusing icons, icons are becoming a job I need to do sooner rather than later.

Going back to the five things Brickroad would change, for the most part I’m going to incorporate them into my remake but there are two exceptions. Going through in order the first was that the world map would be smaller; this is one of the things I’m not at this stage going to do anything about. I agree with the points Brickroad makes but I am terrible at making world maps and at such an early part of development it’s much easier for me to keep it as it was. Brickroad’s second point is about introducing Melissa earlier, I’ll take it on board and try to insert her somewhere sooner, the boat ride between continents seems like it might be a good time for a “Meanwhile…” Also she is the only character without a pre-designed advancement system, I already scribbled down some ideas which you can see below, though no doubt it’ll change while I’m actually implementing it (I’ve included Karen, Nero and Robin’s pages for comparison). The third point I’ve already addressed partially, but Cor can have the same treatment as Robin, though I might pass giving him a system, he can just use the Cipher skill tree system that Karen and Nate use – albeit with severely reduced options.

Next is the battle system, I agree completely ATB was cool in the 90s and early 00s but rarely did it actually add anything good to game. I’m not a fan of them. While I haven’t started on that side of the battle system yet I’m very much anticipating a turn based system where everyone inputs their commands on their specific turn (like FFX) though I’m also considering a twist based on agility which was one of the dominant stats in Kinetic Cipher again. I’m thinking that if your characters are at least double the speed of the average enemy speed that you could sometimes get a second action per turn – I think it’s an idea I will try and then decide whether or not it was a good idea. I’m also thinking that to allow for more tactical planning you might be able to postpone your turn e.g. Nate the healer goes first but everyone is fully healed, waste of a turn but if you can postpone his turn then he can take it after the enemy have had time to damage you.

 

 

Karen’s layout changed multiple times. Also sorry about the fading pen on Melissa’s first page, it’s safely in the bin now. Also if you’re curious about the little man on the corner of the page, this was a birthday present and they drew an old school flick-book animation on the corner of every page. The animation is me being hit on the head by an overhead hoist.

The final point is the one I disagree with, Brickroad says he would have “dramatically shortened the freewheeling.” He describes his new plan to be get around the world as fast as you can then open up the freewheeling. I’m really not a massive fan of when games do that I really enjoyed FFX until post Zanarkand where suddenly I’ve gone from playing a really linear game to one that is now nearly all side content. I much prefer it when games are consistent through out, I don’t mind linear games and I don’t mind game with sprawling side content but I find it jarring when games try to be both. I loved the Tidal Caves (with the slight exception of the final puzzle) and the stuff with Tristan is one of my favourite parts of Kinetic Cipher. So I’ll be faithfully recreating the side content in Kinetic Cipher again as best I can.

Backtracking a bit now, Robin’s crafting system did lead me to do most of the databasing. All of the weapons and armours are done (except a Robin only item which I never found in KCA but position wise looks like it is right before Robin would leave), all of the character skills except for Nate are done (KCA cast only). A lot of the regular items are also done but there are some left. I still really need to do the status effects though. With all that done I decided the next job really had to be the battle system as once it’s done I can really begin to make the remake playable and do less essential systems later (e.g. menu system). So I started the battle system this afternoon, I started with the animated battlers, I’m adapting my old animated battlers script so it’s missing some features (e.g. weapons) but I’ve managed to get the 2k3 battlers working for the most part. As you might have noticed from the screenshots this week I’m trying to decide how to handle stat displays, hearts or HP? PP, Chi, Fuel or the Star of David? (whose symbol isn’t in my font so I’ve already had to sub it). I haven’t got an answer for this one yet, it’s one of the decisions where I am really in the middle.

So with all this said and done my plan for next week is very much finish the battle system, if I should finish earlier than expected then I might try and map/event the Cipher Guild but I think that might be a stretch. I also want to try and do some reviews for RMN given the current reviewing contest. Anyway thanks for reading.

Kinetic Cipher (Ace) Dev Blog #1

kca-0031 map down, 199 to go to catch up to the previous KCA.

I’d say long story short but it’s a pretty short story, so to summarise I asked Brickroad if I could attempt to remake Kinetic Cipher in RPG Maker VX Ace and he said yes last Friday. This is a big undertaking, Kinetic Cipher was a long game with a wealth of content and custom systems. I do not envision releasing anything playable in the immediate future, but at the same time I want to share what I am working on. So after a weekend I have the world map converted, I did start to draw it but sadly my chipset converter didn’t like the sea autotile, I then investigated Tiled and then decided to screenshot every tile in game and connect all the screenshots to make my first ever parallax map.

In terms of what I hope to achieve remaking Kinetic Cipher might best be explained by detailing what I perceive as Kinetic Cipher’s strengths and weaknesses. Kinetic Cipher has the best dungeons of any RPG game (rpg maker and AAA) I have ever played, great characterisation and fun gameplay ideas. As for weaknesses the combat in Kinetic Cipher is often maligned for a variety of reasons, RPG Maker 2k3’s battle system also doesn’t do anything to alieviate the complaints. As much as possible I will be keeping the world and dungeons of Kinetic Cipher as similar to their source material as I can. However combat and the character systems will be getting a complete overhaul.

Taking Karen the main character as an example, in Kinetic Cipher as it ends she has quite a few skills but is also on track to have in excess of 20 combat skills by the end of the game. I feel this is too many. Also when learning skills she has a selection of skills to choose from in what is essentially a skill tree system, sounds great but it was implemented using a series of message windows. Bringing Kinetic Cipher into RPG Maker VX Ace allows me access to scripting, so I’ve done a re-design of Karen’s skill learning system.

Don’t worry about the icons and the hard to tell which skills are available to learn, that will be addressed. This is only my third day of working on Kinetic Cipher.

Previously Karen learned a skill every two levels, I’ve adjusted that to be Karen gains a skill point every level. Additionally her skills are upgradable, this let’s me cut her combat skills in half to probably twelve in total which still feels a lot but they all at least serve a different purpose to each other. Taking Psion Shiver for example, first you must upgrade it to reduce it’s PP (Psionic Points) cost, then you have a choice of improving its damage or allow it to paralyse the target. If you choose the damage upgrade first you can go on to learn Psion Winter, or you can finish upgrading Psion Shiver which will then become Psion Frostbite. The interface itself needs a bit of work to make it clear which upgrades are currently purchasable but otherwise I’m hoping a graphical layout will make it easier to navigate. Each character in Kinetic Cipher has a skill system and I’ll be creating a menu for each one to help keep track of their skill advancement and development.

Kinetic Cipher will be my main project that I work on, outside of RMN contests which I do love to enter. I’m hoping to finish Western Tekiel (the first continent) within three to four months, if that seems a long time please bear in mind that I also need to design and code the battle system and various other systems – rainbrow brothers guild comes to mind. So I’ll hope you’ll stay with as I set out to remake Kinetic Cipher.

My Zelda Rankings

Nintendo life recently ranked all the Zelda games here and I disagree. Here is where I would place them. Assuming of course I’ve played them, I didn’t ever play the Minish Cap or the DS Zeldas sadly.

Zelda II: The Adventure of Link
First time I played this was on the gamecube’s Zelda collection. I eventually managed to complete it. I have never been tempted to replay it. The RPG elements of this game did nothing to help endear it to me which considering how much I enjoy RPGs speaks volumes.

The Legend of Zelda
The original, perhaps it would hold up better if I’d played it when I was younger and had nostalgia to boost it up, but I didn’t. I enjoyed it when it was in the NES remix however.

The Legend of Zelda: Skyward Sword
I had no problem with Twilight Princess’s motion controls. However Skyward Sword’s controls were something I just could not manage. I don’t know if it was the tiny space I played in, or the arrangement of my room that led to an awkward position but it took me hours (literally) to get through the flying tutorial. After that I lost any love I had gained for the game and burnt out soon after.

The Legend of Zelda: Twilight Princess
I remember being in college and being the only person who prefered Wind Waker to Twilight Princess, these days I don’t think I’m alone. I enjoyed it when it first came out but when I was trying to replay the HD release I found I lost interest rather quickly. I’ve never been able to really put my finger on why I didn’t enjoy Twilight Princess as much as I perhaps should.

The Legend of Zelda: Breath of the Wild
I have struggled with seeing this touted as the best Zelda ever. For me it combined the worst aspects of the Elder Scrolls and Zelda as opposed to combining the best. It started off well, I loved the initial floating island. Once I was left it to explore Hyrule in a very Assassin’s Creed manner of scaling large tower to uncover the map I lost interest. Sure some of the mini-dungeons were good but many more felt boring or just plain fiddly. A Link Between Worlds handled giving you most of your abilities early much better and considering my biggest complaint about Majora’s Mask is how few dungeons there were,I was relieved Breath of the Wild only had four of those beast dungeons. Also who ever likes breakable weapons? Yes I agree it’s not as terrible in Breath of the Wild as it could be because you find plenty of weapons, but how is that a compliment?

The Legend of Zelda: Link’s Awakening
Onto the Zelda games that I really loved. This was my first Zelda game and once I learnt you could bomb walls in the second dungeon I was hooked and loved it. My favourite dungeon I can still remember was the one where you blew up the supports and the higher floors would fall down and merge with the lower floors. All around great game, probably the Zelda I replayed most, but that’s most likely down to my age and limited number of video games at the time.

The Legend of Zelda: Oracle of Seasons
This was my second oracle game, of the two I prefered Oracle of Ages. I found the puzzles and experience of that game to be superior, though it might just be that I played it first so I have more attachment to it.

The Legend of Zelda: A Link to the Past
I only played the GBA version of this game and without childhood nostalgia I found it to be the average Zelda game. Hopefully it as a compliment for the whole series because A Link to the Past is awesome.

The Legend of Zelda: Oracle of Ages
As a child my brother and I were faced with the choice of which Oracle game to get each. I think I chose better, I’d read that Oracles focused on puzzles more and my brother was less bothered than me which one he bought. I had an absolute blast playing through Ages. I only learnt years later that there was originally meant to be a third Oracle game (which makes total sense), not sure how far along it got in development or how it would have impacted the two oracle games we got.

The Legend of Zelda: The Wind Waker
I know a lot of people were disappointed with this one when it first came out but I loved it, it accomplished that sense of exploration very differently to the Zelda games that came before it. Perhaps it also helped that the Wind Waker felt really cheerful in a block of dark Zelda games? Anyway I love the Wind Waker (particularly the remake where there are fewer triforce charts and the swift sail). I would triple dip if it was released on Switch.

The Legend of Zelda: Ocarina of Time
As a child I remember being disappointed when my uncle bought me this for Christmas, how wrong I was for all of four hours until I played it. I didn’t initially realise it was related to that gameboy game I loved. Also I had briefly tried Ocarina in a shop on a demo stand. Without the introduction to give me direction all I did was run around the forest with no Sword, clueless what the game was about. Naturally that was rectified by playing the introduction and soon became my favourite N64 game at the time.

The Legend of Zelda: A Link Between Worlds
This is the best of the new Zelda games for me, after a period of not really enjoying the newer Zelda games as much as I used to enjoy the older ones this game brought me back. I loved the characters and the ideas behind this game’s use of the parallal world. Also renting the items was a cool idea that sort of worked for me even if I did like to grind to just buy them despite not really needing to worry about losing them.

The Legend of Zelda: Majora’s Mask
My favourite Zelda game to this day, let’s get the bad out of the way first, only four proper full dungeons. Now onto the good which really for me is everything else, I loved the transformations for me they really provided a whole new way to experience the game. In terms of side quests you can’t move without finding one, when I think of Breath of the Wild, I feel it’s big and sparse where as Majora was smaller but so densely packed. Out of the darker Zelda I always found Majora’s to have the best mood, there was just something about looking up and seeing that moon looming.