This dungeon is pretty straightforward, although there is a neat feature that aids you through your travels don't I won't spoil quite yet. The music for it isn't final though.
The mapping for this dungeon is done, all that's left are putting in a few more events and the Boss Castle. A Boss Castle appears at the end of every dungeon, and each house part of the Ancient Pen that our young hero needs. Obviously, someone is guarding such treasure and it's up to you to fulfill your video game character's destiny of violent solutions to conflict.
It's weird how you set out to do something and wind up with something else. I got this idea for making flowers that pop up from the ground as the player passes them while working on the first dungeon. Having to make one's own graphics and choosing a very strong aesthetic that effects both gameplay and design kind of makes things not so simple. You can't just say, "Hmm, now to make a dungeon." It becomes "Hmmm, now to make a dungeon. What new tiles do I need? New effects? New field systems?" Basically, a lot more stuff you have to do before you dive in. It didn't hit me until recently that "tiered terrain" (cliffs, ledges, and general elevation that you see in most tilesets including the RTP) isn't exactly an easy affair in this perspective. It's an issue I've managed to work around, but just an example of the other things you have to consider.
Playing around with an early version of the Paper Arts/Paper Crafting system. The pop-up menu will be context sensitive, meaning that certain abilities will be shown for certain types of objects. Of course, you'll gain new abilities as you progress through the game and won't start off with much.
PKS will actually take more cues from 2D Zelda in terms of dungeon design than Paper Mario. This is mostly because Paper Mario is a 3D game that has you exploring unique environments more so than dugeons. Zelda is a better comparison for PKS since puzzles & powers will take more of the focus than the environments themselves. This mean you'll see some Zelda inspired tropes such as a dungeon map, an assortment of keys and locked doors, and the occasional "trick" room. Of course, this will be entwined in a paper flare, and given the humorous nature of the game, you'll see jabs and inversions of traditional dungeon design.
I'm working on the intro of the game, and naturally it's one of the most difficult for me. It seems like there are 100 ways to introduce the audience to the game, each with their pro's and con's. And 30 minutes into the game, none of it really matters anyway.
However, because PKS isn't going to shy away from comedy or poking fun at RPG cliches, I'm mulling over whether or not to string together a few openings laced with parody but still doing the important job of setting the stage.
I'm still working towards releasing a video of the first 20 or so minutes of the game, so stay tuned for more.
The Apostropha are ancient spirits that have been a part of the world since the beginning. No one knows exactly what they are, but the Great Book mentions them joining with the Knight and other hero's throughout history to vanquish the rising evils.
In Paper Knight's Story, the Apostropha join Nait as he searches for the Author's Pencil. They are very helpful to his cause, especially on the battle field. Each new Apostropha is a new ally in battle, each with it's own unique traits, stats, and abilities. Typically, an Apostropha is defined by one trait.
General Types of Apostropha Elemental - These are based on one specific element, learning high levels of both physical and magic skills that use that elemental. They are also very weak to the opposite element but resist their own element.
(At least 4, one for every element)
Support - These apostropha specialize in helping out Nait through either healing him or providing status buffs.
(At least 3)
Special - These apostropha provide unique abilities and are typically optional or hidden. They specialize in stealing equipment/items/gold bills from enemies, raise the experience/gold bills gained at the end of battle for the party if the apostropha is alive, or simply draw 90% of the enemies attacks to them. Although their abilities maybe less conventional, a skilled player might figure out the best way to use them. (At least 2)
As of now, there are 10 planned Apostropha in the game, and there will be secret ones for the player to discover on their own. Apostropha do have their own levels and gain experience, so the player must keep this in mind when switching up their party.
Things to note:
-"Flipping" is when you guard an attack by pressing "C" right as it hits.
-"A "Super Flip" happens with precise timing
-Right now there's a 15 frame window to perform a "Defense Flip." I want it to be easy, but that window might be reduced.
-A successful "Attack Fold" can result in increased damage or multiple hits. Failures can result in reduced damage or not attacking at all as you see in one point in the video.