Game Development And My Ninja Game (Ultimate Edition pt.14)

This blog has been updated; 2 times.

*Note; always check for the latest updates in this series which is usually indicated by the “[UPDATE #]” brackets in the title, as well as which sequential “part” designations an update is i.e: pt.1, pt.2, pt.3 etc, which is also placed in the title, to fine the latest release and active update session. You can also always reach the latest release by clicking the “My Ninja I.P.: Aspirations & Development (UPDATE # Now Available)” link in my profile signature

Check Over Here for the original Blog which this is based on: www.capcom-unity.com/aktion/blog/2016/10…

[JUN/2nd/2017]
Today’s subject isn’t originally supposed to be an update, I was supposed to give an update originally of some of the things I’m excited about that makes me really want to finish this game, but this one is based on something I said in a previous update so this is why it’s coming now instead of the other one which I would most lightly release next. What I think I didn’t quite make clear in one of my updates about Soul Grab and Soul Crusher is exactly what  the true inspiration of the mechanic was.
See I wanted to put a “steal” mechanic in the game that was similar to the one in final fantasy tactics (I think I explained this part to some extent in one of the previous updates) but the problem was, the version I implemented in RPG Maker MV just lets you take stuff from the enemy without any real consequences on the enemies end, i.e the enemy does not actually lose or get anything taken away from them that they were actually using in the first place xD.
The steal mechanic I implemented, just lets you take stuff out of the enemy like a magic trick which wasn’t going to cut it for the kind of game i’m making hahaha!. So I came up with a concept to manipulate this flaw, where you would be taking the “soul” out of an enemy, so instead of it being a regular item, it would be their soul that you are compromising, and since you can set-up the mechanic to let you take how many “items” out of an enemy you want, instead, I decided well each enemy will only have 1 item (soul) that you can take from them, to make the mechanic a little interesting and have real value in the game, because I was a bit disinterested in using the steal mechanic after I realized it don’t actually have an impact on enemies.
I had to sort of develop an alternative scheme around manipulating that flaw of this version of a steal mechanic because I felt that it had potential, thus coming up with the soul grab and soul crusher skills. So instead of just being able to take “items” from a rival potentially infinitely, without any real impact on the enemy actually having items its using being taken away, in this case, how I have modified this process, is that the “items” you’re taking away, is infact the soul of a character and I set it to where realistically a character only has one soul, so therefore, you can only take 1 item (which will actually be their soul) away from each individual character in the game in order to execute a technique in the game that these souls are tied to, which actually gives overall imact on gameplay and outcomes within the game that would be meaningful, instead of the original design of the steal-mechanic where a “steal” just meant; you can take items from a rival character without it having any real impact or influence on said rival character.
The skills that I tied this mechanic, are the skills known as “Soul Grab” and “Soul Crusher”. Soul Crusher being a skill that actually requires 1 soul of an enemy to use, and Soul Grab being the skill that lets you grab an enemy’s soul that you would need to execute the Soul Crusher skill, but I had made these two skills interesting in of themselves where they both have totally opposite success rates xD. Soul Grab has near 100% success, where-as Soul Crusher has a very very low chance of success since it is a very powerful move and I wanted to add a little randomness to it so as to avoid the game being too easy v.i.a use of this skill.
The reason why the skill [Soul Crusher] would make the game too easy if not implemented properly, is because it can be used on every single rival/enemy/boss/monster in the game, and what it does is it reduces an enemy’s life to 1 single health point regardless of how much life the enemy has, and it completely ignores defense and resistance parameters xD. So as you can see there is great tempting potential for abuse of a skill of that nature especially since this game is designed to increased in difficulty compelling you even more to use it (it’s going to be difficult, but fun difficult, not just hard for the sake of being hard as a gimmick :D).
Right now as the system stands, there is no character specific souls, since I haven’t really programed it that way yet, and I was just creating the system initially and making it work and function how it should fundamentally. Right now in the game, as long as you have enough souls required to do the Soul Crusher technique, you can virtually use that move on any opponent as long as you have enough souls, so you can get a soul from a fire-type ninja but that doesn’t mean you’ll only be able to use that soul you had gotten from that fire-type ninja only on that same first type ninja — it just means that you have a soul that lets you use the Soul Crusher technique and it’s up to you who or what you use it on. That’s how the system is right now but obviously that can change to be more specific.
So hopefully I shed more insight about this elaborate system, its inspiration and how it really works and what it’s designed to do, since there were some key minor details I didn’t get to the last time I talked about this mechanic, that I went over in this update.
[OCT/26/2016]
Giving another update on my exciting ninja game project which has sort of like became my own personal alluring masterpiece chronicles, if I do say some myself, you know, making retro throw-back elements and nods to various things, both culturally, historic, mythological and iconic in nature and all, and today i’m just going to mention in light of all of these fantastic aspects, I have recently placed a life-bar feature for the enemies, inside of the game, because in RPG maker, the enemies don’t quite have a life bar —  usually you have to guess as to what state the opponent is in health wise, and in the type of game i’m making that has various status infliction effects, and super devastating skills and abilities, high damage and so on, it is absolutely critical that you have a way to better determine if things are working and going the way you intend or that they should, and making sure that you also have a way to plan your approach as to the best and most effective things you can do ,and use, to take down your opponent.
So I have implemented a life bar feature in the game now which gives great feedback in context of the areas I previously mentioned, and it also signifies things are arriving at another progressive stage in development, because i’m going to be doing some serious battle testing since i’m now at the stage where i’m actually making the characters that will make this game what it is, come to life. I had started with the 5 main groups of elemental ninjas, and have made my way up to the TOP 8 Ninjas, who are to be the group leaders of the other ninjas who belong to the 8 groups of ninja specialties, ranging from Fire Arts to the Xtreme Arts.   
I am also excited too that on arrival to these very interesting areas of development, I remembered something about the 8 very powerful beasts, and it’s the fact that they have bladed techniques (they will each have special blade techniques, and their blade techniques are very deadly along with their other 8 powerful skills that they each individually will have), and I was thinking about a way to expand on that further, and came up with the idea that upon defeating these foes, it will earn the main character two of his own unique blades and these blades will be special ninja weapons in the game (the concept is that they allow him to do astronomical ranged attacks when wielded) that actually gives you 4 very awesome and crazy attacks, where, two of them requires you to have both blades equipped, and the other two are unique elemental attacks/abilities for each blade, that can be used depending on which blade you have equipped without needing to have both weapons equipped like you have to do for the other two specials these ninja weapons will give you.
one of these blades will be fire and the other will command the element of wind, and obviously if you have both the wind blade and the fire blade equipped, you will have the skills for each one to use in addition to the two other special ones that actually require both of these blades to be equipped. These special kickass ninja blades will be earned independently of one another, which just basically means you won’t get both from the same exact “source” and you can use one without having the other, but ultimately, you have to defeat all 8 of these enemies on separate occasions, who themselves wield identical weapons, to gain these two incredible ninja blades/weapons. You will encounter these Top 8 Ninja bosses twice, and it is the second time you battle them, that you will be able to obtain these epic assets :D. The first time you see them, will present another special opportunity that is just as equality exciting, but those two epic blades is one of  the new and latest development that I wanted to share, and of course, since then I still came up with  a series of new ideas, that I can go on and on about xD     
But what i’m touching on next is the Sideview actors as enemies. In RPG Maker you can’t really use Actors as enemies by default. You have to do that through Plug-Ins and scripting but it is very much possible to accomplish, and I have actually implemented a series of modifications that helped me to do just that!. So i’m happy to announce that I have been able to work my way around this default limitation of not being able to use “actors” as opponents, and can now do that and create the kind of bosses and rivals and foes and challengers, that I have envisioned for this game, because if you remember, I had always referred to alot of the enemies as “Ninja Gods” or “Ninja Bosses” and it is important for the experience of this game to have the feel that you are in a land of ninjas and that obviously who or what you are interacting with under this context, look and play the part as accurately as possible.
That, and also I have mentioned already (if you go back through my updates) that I had always wanted to create scenarios where some otherwise helpful NPCs, would somewhere along the line become combatant to you, as a series of plot twists etc, that will make up the game’s plots and story. So it was very important that I figured out how to put tools in the editor that will help me develop and bring to life these very fun elements, and the news I shared with you about finally being able to use “actors as enemies”, signifies that the capability to do exactly that, has now been implemented. So i’m really pleased that i had taken the time to finally tackle this issue, and have succeeded and i’m actually in the process of making all the unique characters that will make up my game.  
Next, allow me to talk about a couple of very fun and EPIC techniques, while we are talking about characters, since there are many in this game, and they will all have a set of unique skills that will be part of the depth and richness of this game, that makes this game loads of fun. There was a time recently that I went about trying to put a “thief/steal” ability in my game and the implementation was successful, but then I realized that although it was possible to thief and steal things from opponents, the issue I had was, in RPG maker bosses don’t really equip things like how the player characters/actors equip assets, so what was actually happening is that you can program the system to allow you to snatch things from enemies, but that doesn’t actually affect the enemy.
I wanted to program the game in a way that you could take things away from any enemy and that will affect the enemy’s ability to do stuff, so for instance, if the enemy had a weapon equipped, and you “stole” the weapon that he’s using, it would affect his attacks and also impede on any skills the enemy may have, that require the boss to be armed with that particular weapon, but that would take some advanced programing it seems like, and how the “thief/steal” system actually works in reality by default, is that the player will just take things from the enemy that you specify could be taken from said enemy, independent of whatever the boss specifically uses or has equipped. So it’s like you are literally doing real “magic” and just infinitely taking stuff from an opponent, without that “steal” technique having any real impact or repercussions/lasting consequences on the boss/enemy and whatever equipment/asset it’s using.
So because of this, I had came up with a cool idea to take this minor issue and turn it into an actual skill that does have significant impact on an opponent that still relies on your ability to thief/steal or snatch things away from an enemy. What the skill in question is, is a skill that falls under a class of ability called “God Creation” :D. Fitting right?, the main character in the game is actually a very powerful and legendary DemiGod who is a ninja, so I thought it would be very fun to give him a set of abilities that when he gets to a certain timeline and level in the game, he will feel his innate GOD ways really starting to awaken, and one of the techniques apart of that process, is the skills i’m talking about now, which is his Soul Grab skill, which is a technique that utilizes the Thief/Steal system to make the main character actually grab the souls of enemies.
See that’s the whole point of his “GOD Creation” class abilities — it’s him being a GOD and he actually is so powerful that he holds the key to your very existence where it’s by extension like he can make or break you if he truly wanted to, and can actually manipulate the very soul of his enemies and rivals etc. So he can actually grab or snatch your “soul” away from you, via a series of very challenging efforts, since, it’s supposed to feel like something very hard to pull off but in the end, in his case, something that he can do never-the-less, and use this process of creation to his advantage. And it doesn’t stop there because along with the Soul Grab skill, complements of the spin-off concept I put on the minor flaw of the thief/steal feature to make it actually work as a great skill for this game, I also developed another skill under this unique class of abilities, which is; Soul Crusher :D. So if successful in actually grabbing the soul of the foe, you can then perform a Soul Crush technique, to crush the soul of an enemy. 
The Soul Crush skill, is actually making use of another very awesome attack that I have been meaning to implement into this game, which is a very popular skill that is actually in alot of classic Japanese RPGs, where, if successful, the attack only leaves the enemy with 1 HP xD.
Soul Grab is made to be very difficult to pull off, but can be archived never-the-less, so because of this, Soul Grab is a skill that has a very low success rate, but the Soul Crush technique has a 100% success rate since the idea is, you were successful in grabbing the soul of a foe which was very difficult to do, but now that you have the soul, it would be super easy to do what ever you want with it since you already have it. So that’s why Soul Crush has a 100% success rate which reduces any opponent’s life to just 1-HP no matter how much life they have, and on the other hand, Soul Grab has a very low success rate, since because the enemies are going to be GODs themselves and are very challenging and you’re going to be all over the place battling, it’s going to be very hard to just take away their souls in the first place.
So both these skills, Soul Grab and Souls Crusher, are a special class of skills to be used together, where one has a very low success rate, but the other has a very high successful rate. They are both, character wise, designed to emphasize character growth and personality, while at the same time being pretty brilliant techniques made to take advantage of a minor issue with the Thief/Steal plug-in.
Also I will mention that the God Creation techniques, can be used on ALL opponents :D. This is being done with these skills as a balancing counter-measure to counter a load of other skills that the enemies themselves have, that the player wouldn’t have and vice-versa, because of technical issues and also just because of the fact that I realized that the enemies already have a ton of skills and it is also fun to give the main character his own unique skills as well from time to time.
So these God Creation techniques can be used on all enemies, and that has also brought me to my next point, which is similar to the earlier points about the creation of the enemies and bringing them to life as actual interactive A.I and NPCs, and that being where i’m currently at, because after having created the latest series of skills and abilities, I am finding it increasingly necessary to actually start creating physical character representations of the enemies and bosses, so that I can do extensive play-testing of these critical new features that I am trying out in my game, to make sure that they work as intended and they don’t cause any potential technical issues, since i’m in the process of making over 200+ plus Enemies/Rivals physically manifest etc and that combined with all the other fun ideas, is alot of stuff to be putting in a game and it is my responsibility as the game creator, to ensure that these things work well together.
I also have to do this process twice since I need to make representations of these 200+ Rivals also become playable Clan Members — so once again that’s alot of work but fun and exciting work hahaha :D.
That’s it for now and next time I will be sharing with you more exciting developments that I have in store for this game that makes me really want to speed things up lmao!. So stay tuned.

80 thoughts on “Game Development And My Ninja Game (Ultimate Edition pt.14)

  1. lol hello Rekha

    Oh I didn’t mean that he helped you with your writings, it was just a joke to suggest that his contributions helped give you the boost that you needed xD

    Like

    1. I couldn’t reply directly to your comment because the replies on our last conversation reached the reply limit.

      Like

        1. yes certain themes are developed and programmed differently and end up having certain limitations and options that differ from other themes as a result, so in the case of mine, when the reply count reaches to Ten in total, the thread of responses is closed

          Liked by 1 person

          1. Ok. Actually mine in a WP free plan .

            Liked by 1 person

            1. lol mines too, but different themes have different minor strengths and weakness and differences, and their settings can vary

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    2. 😊 don’t worry. It’s ok.

      Liked by 1 person

      1. haha I knew you would understand Rekha Sahay 🌹🌹

        Liked by 1 person

          1. lol you have disappeared Rekha

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                1. 😊 still there ? I thought you r gone

                  Liked by 1 person

                  1. haha I came back but i have to go again shortly lol

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                    1. it’s funny because I thought you were gone too hahaha. Were you trying to talk to me?

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                    2. I thought you left. So I went to kitchen.

                      Liked by 1 person

                    3. ohhh I see lol. I bet that food must be good

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                    4. yes if i could i would hahaa. What is cooking?

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                    5. 😊 complete your sentence J

                      Liked by 1 person

                    6. lol is that not what I did?

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                2. What are you doing just now?

                  Liked by 1 person

                  1. I came back for a break lol
                    what happed to the comments?, you put them on private?

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                    1. ok cool lets talk over here then

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                    2. wonderful πŸ’•πŸ’˜

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                    3. I was calling you wonderful lol

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                    4. Thanks but what’s the reason of this compliment ?

                      Liked by 1 person

                    5. haha we discussed all of this in our old conversations that are now private on your page πŸ˜‚πŸ˜‚

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                    6. This is your WP not my page. 😊

                      Liked by 1 person

                    7. I know I “mentioned” activity on your page that is related to your question lol

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                    8. Is your break over mr intern ?

                      Liked by 1 person

                    9. it will be very shortly — I wish I had the food yo are cooking πŸ˜‚

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                    10. Come to india to test Indian food 😊

                      Liked by 1 person

                    11. yes I have to do that for sure buddy πŸ’˜πŸ˜³

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                    12. I am 32 years old πŸ˜‚

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                    13. Ohhhh , πŸ˜‚only 24 years younger to me

                      Liked by 1 person

                    14. it’s not really that bad is it? πŸ˜‚πŸ€£πŸ€£

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                    15. hahaha it depends on who you ask lol. In reality I don ‘t think it’s bad at all πŸ˜†.

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                    16. i’m 32 but I look younger than my actual age

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                    17. lol i’m happy to give you more about myself Rekha

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                    18. I don’t have any grey hair yet Rekha πŸ˜‚

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                    19. But I have some grey hair. 😊😊

                      Liked by 1 person

                    20. Yes, some grey hair are there but I don’t use hair colour to hide them. πŸ˜‚

                      Liked by 1 person

                    21. that is commendable — i encourage you to keep it that way because natural hair is still better that artificial things and natural grey hair can look pretty cool lol

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                    22. I believe in aging gracefully .

                      Liked by 1 person

                    23. my bad, words can’t describe how good you actually are 🀣🀣

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                    24. What do you know about me ?😊

                      Liked by 1 person

                    25. I know that you are 56, you love to write and you live in india lol

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                    26. I also know that you like beaches and that you like to have fun just like me πŸ˜†

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                    27. I also know that you can ask me anything, and I also know that i’m always willing to help you

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                    28. πŸ˜‚πŸ˜‚πŸ˜ŠπŸ˜Š

                      Liked by 1 person

  2. Hi Killa,
    I am sure this post is something interesting about games. But I don’t have much idea about this. 😊😊
    Thanks for all the likes. Hope you are doing good.

    Liked by 1 person

    1. Hey Rekha βœŠβœŠπŸ˜†. Thank you so much for checking my blog out — words cannot express how truly grateful I am for your support πŸ’•πŸ’Ÿ

      lol this was my project were I was making my own Ninja game — there are different types of games just as how there are different types of movies, so I was making an action game about Ninja who are gods with impressive powers with different arts and disciplines and who are very skilled combatants

      I have great ideas but I am an artist so some of these blogs were covering how I was using certain third part assets in creative ways to get around such technicalities

      In this particular segment, I was detailing new mechanics and special skills for the game’s cast of characters that I came up with for the game, and what their purpose was etc. This is Part 14 of the series for it’s pretty far ahead haha

      Liked by 1 person

      1. I am checking your blog regularly, but don’t know what to say about these games.
        I am sure, you are a creative person and must be making great Ninja games for your project.
        All the best πŸ˜ŠπŸ‘

        Liked by 1 person

        1. Hahaha yes, unless you are into video games like I am, this issue will seem very peculiar at first, especially since I am dealing with the programming side of things, but once you understand the basics, you would be able to follow along a bit better over time. I actually made this series on a completely different website originally, it was a gaming site where the members who played lots of video games, like myself, more than likely knew many of the basics lol

          The following link is from Part 1 of the series which briefly explains my goals and objectives for starting this project:
          https://aktionkilla.wordpress.com/2016/08/16/game-development-and-my-ninja-game-ultimate-edition-pt-1/

          Thank you so much for your wonderful comments Rekha, it is a pleasure getting your feedback πŸ’˜πŸ’˜

          Liked by 1 person

          1. Killa not only video game, my tech side is also weak. In the beginning I started my blog in a haphazard manner. But certainly I’ll go through the part 1 .
            You are welcome.

            Liked by 1 person

            1. Yeah Rekha, I had the feeling that you also would have not been all that familiar with other technological areas as well lol.

              I am glad to see that you have caught on to some dynamics and was able to build your blog up. I am happy too that you are going to check out part one — that should help clear up some things for you πŸ˜‚πŸ˜‚

              Liked by 1 person

              1. Actually one blogger helped me in shaping my blog and after sometime he disappeared from WP. It was nice of him. 😊

                Liked by 1 person

                1. hahaha yes it was really nice of him Rekha. With the help of him you were atleast able to get your beautiful messages out, so kudos to him and you both

                  Liked by 1 person

                  1. 😊 yes I am really thankful to him.

                    Liked by 1 person

                    1. lol yes he got you started and you took off πŸ˜‚πŸ’˜πŸ’•

                      Liked by 1 person

                    2. No no …. I was already writing my posts unsystematically .

                      Liked by 1 person

  3. Concerning this new game in development, your idea of a wind blade and fire blade reminds me of Agni and Rudra from Devil May Cry 3.

    Liked by 1 person

    1. lmao yeah it’s pretty cool that they are like that concept. i remember Agni and Rudra from Devil May Cry 3, specifically the special edition which was the one I use to play on PC — they were my favorite weapons in the game.

      the concept of these two special blades in this game (They are called the Blades Of Destruction) is that they are going to be; very heavy, massive, killer-sharp blades, that are in the form of bladed, sharp-edged circular discs that are radical in design, and what he can do is throw them around and then they sort of act independently once he throws and releases them, and they follow the target(s) around like heat seeking missiles xD.

      But unlike missiles, these blades don’t get destroyed on collision, they just come back to him (like boomerangs), or he’s so fast that he can actually retrieve them :D. So they are very powerful weapons that in this game gives you 4 awesome skills in total, which is why in the game, you’re going to have to complete a series of special tasks in order to even begin to get them, which is where those top 8 bosses come in, since the idea is that they are the ones who are introducing this combat dynamic and will be the original ones to execute these unique style of Blade Arts lol. “Blade Arts” isn’t an official Art in the game (As a matter of fact I just might make it so now xD) but it would definitely be an accurate description of the manner in which they execute these blade-esque techniques and capabilities.

      Liked by 1 person

  4. New update is now up about my ongoing CRAZY!! Ninja Game project πŸ‘ŒπŸ‘ŒπŸ’―. I talked about where i’m at with the project, how exciting things are getting and how I actually exploited a “Downside” of a plug-in that I installed for one purpose, and ended up making a whole new category of awesome skills as a result. I talk about bringing the actual characters and NPCs to life, how I was able to finally create some of the enemies I had always envisioned for my game, and what you can expect in my next awesome update and more πŸ‘. So until next time, have a fun read :D

    P.S: just corrected some grammatical errors, so the blog should read a little better now, but i’ll go over it again later one more time just in case they were anymore errors I missed.

    Liked by 1 person

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