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Why remake this game?

  • Marrend
  • 07/14/2021 12:39 PM
  • 1883 views
There has been a non-zero number of times when I have thought about Uchioniko, and wanting to re-do it in some manner. On many of these occasions, I've maybe do one thing before I give up. Perhaps, though, it might be useful to understand why I would want to remake this game.

To be honest, I'm not sure if I have a good answer for that? I mean, I love Mitsuya Masako. There is no attempt of denial on this point. She is, hands down, my favorite character that I've made, making cameo appearances in Baclyea Revolution, Heaven's Gate MZ, and goodness knows where else. In light of this, one can certainly argue that I should go all the hell the way back to Matsumori Days, give that a do-over, and thus, give her respect.

Yet, there is something about Uchioniko, and it's cast of characters. Something that calls to me. I'm not sure if I can explain it. I know I could probably slow down the game's pacing at the beginning, if not overall. Like, if I really look hard at Baclyae Revolution's pacing, it was way too fast for it's own good. I was immensely focused on having 108 characters to recruit without too much thought into who those characters actually were. To say nothing about the probably feeble attempt at political intrigue. XD

Also, if I must be honest, what makes me want to go back to this game is this write-up. I cannot help but to tear up at various moments when reading it. Which is good! That's the intended effect! I can't say if it has that effect on others. For what it's worth, I tried a write-up for Konae's Investigations. However, it didn't get very far.

Either way, I'm ultimately trying to improve my sense timing in regards to story development. Also, the sense of relationships. For example, Ruri has a crush on Kozue that is supposed to grow into more legitimate feelings as the game progresses. Yet, there isn't a whole lot of interaction with those characters. Even in the write-up I linked earlier, they don't have a lot of interaction! Stuff like this is something I have to think about how to better relay, and have the player get the feeling that, yes, these characters should totally hook up.

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Zakariya
Every misdeed has its own punishment, and every good deed has its reward.
1174
This project has my interest, more so than retail games coming out later this year.

XD
Marrend
Guardian of the Description Thread
21781
Among the major changes I'm planning would be the areas with encounters. Previously, there were rumors of gangs in a park that students crossed while going to Iwayama High. This was merely a backdrop as to the real goings-on, but, it just really didn't click together. The areas were ultimately same-y.

At this point, I plan on there being a field trip tied to history class to Iwayama Mountains. This area would eventually become a zone where players would encounter monsters. I'm not 100% certain at this time if it should be the first zone or the last. However, it is my hope to have areas and monsters that give hints as to the weakness of the area boss.

As for relationships, I'm currently considering something akin to skits with triggers, similar in vein to the Persona series. Though, I'm not sure if I necessarily want to limit skits to hanging out with one person per day like the Persona series tends to do. What I'm thinking of might behave more like Heartache 101 where the player can trigger multiple skits in a given day, if certain other conditions meet. Of course, there will likely be skits tied to the game's story as well.

Saying that, while the game might include mechanics of visual novels, it is still very much grounded as a 2D RPG. I do not want players coming into this game expecting VN-like scenes with backgrounds and character busts, and all that. That's another game. XD
Marrend
Guardian of the Description Thread
21781
I'm looking at the roll call scene that's included in the write-up, and considering if I should include it in this game. Writing for a game is a lot different than writing a short story. For a short story, the roll call could be considered a quick intro to the cast before the characters are fleshed out more. For a game, the roll call could be considered a kind of unnecessary infodump, throwing names/faces at players with zero context, even if there are opportunities to learn about the people behind the names/faces later.

Either way, the game-loop that I'm thinking the game would eventually have...
-Terada-sensei may (or may not) have a lesson/lecture for the day. Keep the info simple and concise for the player's benefit.

-Player may attempt to peruse a character, or set of characters, that they are interested in learning more about. Skits with characters may trigger through the player's interactions with said characters, or triggered automatically.

-At some point, the player will be able to access areas with encounters, which have an area boss. Defeating an area boss will always advance the story.
...certainly has a Persona 4/Persona 5 feel to it. I'm not saying "THIS IS BAD, I NEED TO BE MORE ORIGINAL", but, I find it interesting to note.

*Edit: I've never made a game with a "day counter". As in, use a game-variable to determine story progress, as opposed to using game-switches. This game might want a "day counter". Or, perhaps, I use a little bit of both?
Zakariya
Every misdeed has its own punishment, and every good deed has its reward.
1174
Know this; unintended similarities are not the same as ripping off from another source.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
This all sounds really good. I'd love to see what you come up with.
Marrend
Guardian of the Description Thread
21781
While I'm busy with writing skits, and re-writing the game to fit the newer gameplay loop in a general sense, let me talk a bit about what I'm doing with skills.

Skills will work like this game's, where the character's weapon has a base value, and skills that deal damage, or apply healing, add to that value before my Heroes of Might and Magic-based formula kicks in to modify it.

I'm also going to experiment a bit, take some inspiration from how Wild Arms 2 and Wild Arms 3 dealt with skills, and not have MP at all. As such, this game's Magic will not consume TP, but require that players have a certain amount before they can be used. Techniques will be the more traditional skill type, and consume TP, and will tend to have a better cost-to-effect ratio then Magic. However, I will note that Techniques will generally spend all of a character's current TP for their effect, with only the "Power Up" skill having a set cost. Even then, the cost is 100; the maximum you can have!

Preserving TP between battles will probably not be a thing here. In the original Uchioniko, I preserved TP between battles to restore characters HP and MP based on what TP was leftover, then set TP to 0. This was in an attempt to replace items as a method to restore lost HP/MP between battles. However, with this game, the fact that Magic doesn't consume TP makes me think I should have items for use as an after-battle recovery method, should players feel they need it. Their power level will probably be based on the "healing bonus" of the various healing skills of the game, without having a "damage base", or involve the HOM&M formula in any way.
Marrend
Guardian of the Description Thread
21781
Small update here. I've four after-school events written so far, with three of them considered "skits" for the purposes of opening up character routes. I'm of the current mind to have one more after-school event as a brief intro into combat before the field trip to Iwayama Mountains, where I plan to kick-start game's conflict.

I'm not exactly sure if the party members available during this field-trip-turned-dungeon will consist of just Ruri, or if Mayu would also be included at that point. I'm even less certain if the boss of this first dungeon would be Daichi-no-hono, the Burning Earth, or if it would be one of his vassals. I dunno, it just feels too early in the game to fight Diachi. Though, he could make an appearance to represent himself as a threat the party has to deal with.
Marrend
Guardian of the Description Thread
21781
I've not been actively working on this for at least two weeks, probably longer. Still, I'm veeeery sloooooooowly reaching the point where Terada's class is going to go on the field trip to Iwayama Mountains, and Ruri's first transformation.

This should also represent the first playabile demo! I hope to get back in gear, and have the demo out by maybe by mid-September? We'll see. If there is one worry I have about the writing and game-loop so far, it's Terada's quite literal history lessons about the game world not going over as well as I might like?
Zakariya
Every misdeed has its own punishment, and every good deed has its reward.
1174
Anything we can do to help you get back in gear? :3
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