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…
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.
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.