This is essentially a game idea for a problem-solving based ninja RPG. It has a linear plot, though it has a pearl necklace style to it. You can solve one of several puzzles first, but have to beat every quest to progress to the next level.Sounds reasonable enough right? I was never happy with it, for a few key reasons
You are Resshi, a young apprentice in the Hitokage (shadow) ninja village. Your ninjutsu are based light and shadows, stealth and illusion. While most are required for the completion of the game, a few techniques are bonus for finding secrets or doing optional quests. You are special for a reason initally unknown to you, you are actually the descendant of another order of Ninja, the Fuusou (frost) clan; as a matter of fact the first born child of their clan leader Arashi, given up as part of a surrender treaty from many years ago. The Fuusou clan was decimated by another rival clan, the Gouka (hellfire) clan. Only you and your sister survived. She joined the Araki (wood) clan. You can learn techniques from the shadow, frost, hellfire, and wood clans; giving you a distinct advantage over the other ninja, who only have abilities from 1 class. An outcast Gouka by the name of Zokushi will teach you his clan abilities, though he only knows the simpler techniques.
There are definite barriers and indefinite barriers. Definite barriers require a specific item or ability to get past, while indefinite barriers require a sufficent combination of strength, skill, and persistance to get past; they can include bosses or puzzles.
- The controls seemed clunky -
- the Ninjutsu casting system was lacking
- the way to aim several spells was not clear
- many of the spells were redundant or unnecessary except that one is more complicated to cast
- I could never picture it clearly. This is very important. As the sole designer, I should be able to picture the game and all its components and gameplay in order to know how the game is going to turn out. I had no such picture in mind. I was vaguely picturing a 3D rendered world filled with shadowy corners, but I could never come up with a cohesive picture of the game
- The "Japanese" factor was a bit overkill; most of the names are just things I looked up in the dictionary, and if you've ever played a Japanese game where the characters' names are random English words, you know how awkward that can sound.
I had written the game off as a failure.
Until one day, I got an idea for it; an idea that would ultimately save this project. I was able to come up with a clear picture in my mind for this game.
Rather than making the game 3D, it would actually perform a lot better as a 2D platformer/adventure game. It would vastly simplify the controls and camera (two of the most important factors in any game), and allow for a much cleaner casting system.
Below is the complete "Rewrite" document:
Okay, so I'm taking a
second look at this franchise. Basically, downplay the story
somewhat, and make it two dimensional. That should simplify the
puzzling significantly.
In addition, it will
probably play something like a fighting game, using your ninjutsu in
combat against your opponents.
Ninjutsu will be broken
down into two categories -
- Simple
- Advanced
Advanced Ninjutsu use a
formal casting system, where you must use a number of seals to cast
the spell. They take longer to cast and are more powerful than simple
Ninjutsu.
-note that you cannot heal
yourself in combat.
Simple Ninjutsu do not use
the formal casting system. Instead, they use various combinations of
buttons and directions; for example, double jump is a simple Ninjutsu
that is used by pressing the jump button while in midair.
You have two vital
statistics to watch; your health, and your qi. Health is a measure of
your physical well-being, and is indicative of the amount of damage
you can take before dying. Qi is a measure of your stamina, and its
maximum is based on your current amount of health (usually 10 times).
Qi is used for all ninjutsu, and typically more for advanced
ninjutsu. Charging up also costs Qi.
Your Qi capacity should be
generous, allowing you to fight a battle without having to
micromanage it, but should also be something that you wouldn't want
to outright waste. This will probably be a tricky balance to strike,
but is important to the game.
Charging up increases your
movement speed, attack speed, jumping ability, and grants several
other abilities based on your ninjutsu. The way I'm thinking of it
working now, for each press of the button, it will grant you 0.35
seconds of charge or so, forcing you to concentrate and mash to work
up a decent charge or press it while doing other activities (such as
running) to enhance them.
Due to the complexity of
this game, I'm considering making a "Ninja School" out of
necessity, in order to grant players a location to learn their skills
and master the finer points of combat. It would never be mandatory,
but always available.
Controls (based on the XBOX360 controller)
LB – Advanced Ninjutsu
LT – (simple ninjutsu)
Dodge
X – Attack
A – Jump
B – Throwing Attack
Left Stick - Move
- Left/Right – Move
- Down – Crouch
- Up – Press against wall / (simple ninjutsu) Cloak / Interact
- Click in – Change camera zoom level
D Pad – Quick Items;
each direction can be set to a usable item
Right Stick – Free Look
- Click in – (item) Grappling Hook
RT – Alternate Throw
RB – Grab
Y – Charge Up
Simple Ninjutsu
Name (element if
applicable)
Condition – Trigger
[Buttons]
Description
Dodge
Normal - [Dodge]
Your character will dart
backwards suddenly, in an effort to dodge an incoming attack. Has a
1.5 second cooldown. Note that this does not dodge shuriken.
Cloak (shadow)
Low Light – [Move: Hold
Up]
Renders you invisible. It
takes a few seconds to hide. You may tilt the stick to move slowly,
but if you tilt it too much, you will be revealed. You will also be
revealed if exposed to light, or if you perform actions, such as
attacking or using ninjutsu.
Double Jump
Midair, moving upwards –
[Jump]
Allows you an additional
jump while in midair. You can only use one jump though; until you
land on solid ground, you will not be able to jump again. Also note
that you can only use the second jump while you are still traveling
upwards in the air, not while falling.
Slam
Midair – [Attack] +
[Down]
Drops straight down in an
attack. Doing this from greater heights will deal bonus damage,
although there is a limit on the damage.
Assassinate (shadow)
Sneaking, target walks by
you – [Attack]
Ambush and kill an unwary
target as he walks by you. It takes a few seconds (during which time
the target is helpless, L4D hunter style), and can be averted if
interrupted.
Take Hostage (shadow)
Sneaking, target walks by
you – [Grab]
Ambush and takes hostage
as he walks by you. Having the hostage works exactly as the Take
Hostage ability below.
Firebolt (fire)
Charged Up – [Throw]
Adds fire damage to your
throwing attacks. If you have no ammo, it will still throw, but will
only be the (relatively small) bonus fire damage.
Waterwalk (frost)
Walking on water -
[Passive]
Allows you to walk on the
surface of still water like a platform. You can dive into the water
if you wish, in the same manner as dismounting a platform.
Ensnare (wood)
On solid ground – [Down]
+ [Grab]
Sends out vines to grab
the nearest target on the same patch of solid ground as you in the
direction you are facing. Takes ~1 second to use; the vines last for
~3 seconds. It can also be used to grab items, and if an item is the
closest target, it will grab it and bring it back to you.
Immolation (fire)
Charged Up, have at least
3 seconds of charge – [Passive]
Deals fire damage over
time to enemies near you and acts as a light source. Will extinguish
when your charge runs out (at 0 seconds left, not 3)
Climb (wood)
Walk into vertical wall –
[Move: diagonally-up into wall]
Allows you to climb a
vertical surface. This cannot be used while falling, although you may
jump into it (you have to be moving upwards rather than downwards).
Once attached, you can also use this to climb down as well, and will
cling to the wall until you release from it.
Treetop Perch (wood)
Stand in front of tree –
[Move: Up]
Allows you to climb up
into a tree. You are hidden while up there. Takes a few seconds to
climb up, depending on your skill. If you are hit while climbing up
or in the tree but not hidden, you will be knocked out of the tree.
Treetop Ambush (wood)
Hidden up a tree –
[Throw]
Jumps out the tree and
throws a salvo of projectiles. If you are short on projectiles, you
will throw a number of seeds equal to the number of shuriken you are
short.
Treetop Traverse (wood)
Perched in a tree, another
tree is in range – [Move] + [Jump]
Leaps from one tree to the
next. While in the air and for a few seconds afterwards, you will not
be hidden. Note that if you are hit in midair, you will land on the
ground rather than the tree you are aiming for.
Treetop Strafe (wood)
Doing a Treetop Traverse,
have shuriken – [Throw]
Throws shuriken downwards
as you sail through the air.
Leech Seed (wood)
Normal – [Hold Grab] +
[Throw]
Throws a seed which deals
very little damage. If it hits, it will restore an equally small
amount of your health.
Toss forward
Grabbing an enemy –
[Alternate Throw]
Throws the opponent bodily
in the direction you are facing. Damage is low, but it can be used
tactically to put enemies in a bad situation.
Toss backwards
Grabbing an enemy –
[Dodge]
Throws an opponent bodily
in the direction opposite to that you are facing. Essentially the
same as the forward toss, except opposite in direction, and takes a
short time to recover from it (for you).
Take Hostage
[Grab an enemy from
behind]
This puts the opponent at
your mercy; any incoming missile attacks will hit him first, and you
can execute him by pressing the [Attack] button. You will lose the
hostage if you get hit from behind though.
Wall Kick
Midair impact with wall
while moving upwards – press [Jump] on impact or hold [Jump] while
in midair and have [Move] in direction of the wall.
Jumps off a wall; does not
restore your double jump, but does not use it up either.
Ledge Hang
Midair impact with ledge –
hold [Grab]
Will grab onto the ledge.
Once on it, you can use [Move: Up] to climb up to that platform or
can use [Jump] to wall kick off of it. Let go of [Grab] to just drop
off.
Aim Shuriken
Free-looking – [Throw]
While free-looking, you
will get a reticle at the centre of the screen; any shuriken you
throw will be aimed at this reticle. This can be used in conjunction
with other throwing abilities, such as firebolt.
Aim Throwing
Free-looking –
[Alt-Throw]
Like aiming shuiken, you
can aim your other throwing attacks as well. They are much more
affected by gravity though, and have throwing power to be considered
as well.
Controlled Breathing
In poisonous gas –
[Passive]
You will automatically
resist breathing in poisonous gas as a trained ninja. Note that this
takes qi over time, and will not work if you are channeling qi (eg.
to use ninjutsu), or if you run out of qi.
Fortitude
Taking damage that would
reduce your current Qi – [Passive]
If you are dealt damage
that would reduce your current Qi (by reducing your maximum Qi to
below your current,) that damage is divided between between your Qi
and Health, effectively reducing the amount of damage you will take.
Boomerang
Normal – Hold [Throw],
use [Free-look]
Throws a boomerang that
will follow a path traced by the free-look. If it hits an object or
character, it will return to the thrower before it completes its
path. It will not hit or damage any object on its way back. If it
hits an item, it will return to the thrower and bring the item back.
Grappling Hook
Free-looking –
[Grappling Hook]
Throws a grappling hook
that will cling to the first surface it hits. It cannot grip to all
surfaces. You will maintain a weak hold on the rope, but will only
really grab onto the rope when you press [Grab], and will hold onto
the rope until you let go of [Grab]. Once you do, it will disappear
after several seconds of non-use. While you are on a rope, if you are
hit, you will lose your grip on the rope, although you can regain it
by pressing the [Grab] button again quickly.
While on the rope:
- [Move: Left and Right] – Swing on rope
- [Move: Up and Down] – Move up and down on rope
- Let go of [Grab] – Let go of rope
- [Attack] – Attacks an enemy as you pass by him in the air
- [Grappling Hook] – Throws an additional grappling hook, you will grab that one instead of the one you are currently on.
- [Move: Up] – If multiple things that you can grab onto are present, you will grab the other instead.
- Controls as usual:
- Free Look, Throw, Alternate Throw
- Note that anything you throw has a default angle based on your momentum.
Flying Kick
Midair, facing same
direction you are moving – Hold [Move: Backwards]
Puts you into a flying
kick that will damage anyone you hit. You must hold move in the
direction to that opposite to which you are moving/facing. Bonus
damage is dealt if you time it so that you press it at the time of
impact. If you are still holding the button when you land on solid
ground, you will skid to a stop. If you are still holding it and run
into something that cannot be kicked, for example a wall, you will
take minor damage and stop outright.
Advanced Ninjutsu
Illusions (spectral)
Creates a number of copies
of you. They will act on their own. Their stats are based on your
own, however, they are much weaker than the original, and only last a
limited time. Duration effect.
Each element is slightly
different;
- Frost – can walk on water, regenerate over time and use some special attacks
- Fire – copies will imitate you rather than act on their own; they deal no damage and die in one hit
- Wood – has much better stats and duration than average, but only produces one copy
- Shadow – increases the number of copies, but each dies in one hit
Ice Shield (frost)
Creates a protective
shield around you. It has a certain amount of health that drains
quickly, expiring when it runs out. Any extra damage that it cannot
absorb is dealt to you. This shield is vulnerable to fire, but
resistant to frost damage. In addition, it will drain much slower in
cold environments. Duration effect.
Silence (frost)
Renders all nearby enemies
unable to use advance ninjutsu for a short time after casting. This
can interrupt opponents' abilities. Note that it does not affect
simple ninjutsu.
Blizzard (frost)
Chills the area and makes
it snow. While it is snowing, all frost attacks will deal bonus
damage. Has a limited duration. Duration effect.
Wall of Fire (fire)
Sends out a tower of flame
in the direction you are facing. It will move quickly and damage any
target it hits. It will only continue as far as the platform you are
on, and will not work on water. Duration effect.
Barkskin (wood)
Reduces the damage you
take by half. Has a limited duration, which is decreased by taking
damage, especially fire damage. Duration effect.
Natural Allies (wood)
Summons a host of animals
to your aid. Creatures summoned depends on location and level of
ability. Creatures will only stay for a limited time, and are more
inclined to leave if wounded.
Panacea
Removes negative effects
from you. Does not negate any damage taken, but does dispel any
damage over time effects. Note that this cannot be used while
silenced.
Heal
Fires a healing
projectile, which will restore a moderate amount of an ally's health.
This can heal enemies as well, so use it carefully.
Shadowken (shadow)
Duplicates one shuriken
into many, throwing them off in a spread pattern. Note that once
released, they are affected by gravity.
Panther Form (wood)
Turns into a panther.
While in this form, you cannot use regular ninjutsu, but have much
greater movement speed, jumping ability, and powerful melee attacks,
including a tackle attack. The panther has its own control scheme.
Duration effect (halved drain).
[Move: left/right, down] –
same
[Move: up] – vertical
stand
[Jump] – Jump
[Jump] (while crouching) –
High Jump
[Jump] while running –
Long jump
[Attack] – slash (2 hit
combo limit)
[Attack] while running –
pounce
[Attack] while crouching –
pounce
[Charge Up] – growl
[Grab] – bite, hold for
the ability to drag target, will not change direction while dragging
[Grab] + [Alt. Throw] –
toss, throws the target a short distance and knocks him over
[Free Look] – same
[Quick Items] - disabled
[Advanced Ninjutsu] –
human form
Summon Trees (wood)
Creates several trees in
the area surrounding you. It cannot make trees unless there is
sufficient solid ground nearby.
Frost Dart (frost)
Fires a projectile that
splits after a short time. The particles can split again, the time
between splits is randomized. Duration effect.
Thunder palm (fire)
Imbues massive damage into
your next attack. Will dispel if it misses or you perform another
action with your hand. It should be noted that it makes a great
thunderclap sound effect if it hits, and passively has some
associated lightning sounds. Duration effect, or lasts until hit.
Piranha School (frost)
Summons a vicious school
of fish that will attack any enemies that go into or above the water.
Will summon piranhas on all bodies of water on screen. They will jump
out at enemies, even if that means definite suicide. They will
disperse after a while, swimming off-screen or simply fading away if
no way off-screen presents itself. The number of piranhas summoned is
proportional to the amount of water on screen.
Barrier (wood)
Creates a wall out of
solid ground in front of you. It can block almost all attacks, but is
breakable. It will dispel after several seconds. It is vulnerable to
fire.
Lightning (fire)
Fires a bolt of lightning
out in the direction you are facing. It flies quickly, but does
damage over time to anyone who stands in its path. It is also a light
source.
Meteor (fire)
Drops a fiery meteor down
on your enemies. It takes several seconds before impact, but has an
area of effect. Damage varies depending whether the meteor itself
hits you or the blast from impact.
Death Fog (shadow)
Creates large amounts of
poisonous gas. Also, renders you immune to poison for a few seconds.
After that, you are vulnerable to the poison created by Death Fog.
Duration and fog density depends on the environment.
Inferno (fire)
Creates large amounts of
standing fire. Renders you immune to fire for a few seconds. After
that, you are vulnerable to the fires created by Inferno. The
duration of the fires will depend on the environment.
Eclipse (shadow)
Robs the world of sunlight for a period of time. This will usually make it much darker, however light sources other than the sun are unaffected. Duration effect.
Robs the world of sunlight for a period of time. This will usually make it much darker, however light sources other than the sun are unaffected. Duration effect.
Flash Step
Moves insanely fast
directly forwards, potentially getting behind enemies (or running off
a cliff or into a wall). You will turn around at the end of the step,
so that you face where you started. Will dodge any shuriken en route,
but some other attacks will still hit you. If you hit a wall, you
will be stunned and take damage.
Firebomb
Fires a ball of fire which
will explode after going a certain distance, or if it hits a target.
The explosion will not go as far underwater, and will not pass
through solid walls. Targets hit directly will take slightly more
damage. Long cooldown.
Iron Boots
Causes you to sink
underwater and walk on the bottom like it was a regular platform. It
also has the effect of making you walk slowly on land. Duration
effect.
Items
Throwing Items
Note
that with the exception of shuriken, all throwing items are assumed
to have stacks of 4.
Shuriken – a standard
throwing weapon, undoubtedly a staple for any ninja. The standard
throwing weapon, these never become obsolete. Stacks of 20.
Caltrops (throw) –
thrown in clusters, these deal damage to those that walk over them
and dissipate after a single hit. They have relatively low damage,
but are more for tactical advantage than damaging power.
Flashbang (throw) – when
thrown, the flashbang makes a loud noise and bright flash on impact.
If someone is hit by this, it will temporarily blind and deafen them.
It does a small amount of damage as well.
Poison Grenade (throw) –
Creates clouds of poisonous smoke when thrown. Note that you are not
immune to the effects of its poison. The poison will dissipate after
a while.
Smoke Grenade (throw) –
Creates clouds of smoke when thrown. The smoke has the effect of
acting like darkness for its area of effect (e.g. you can conceal
yourself inside them). Note that the smoke is temporary, and will
dissipate after a period of time.
Utilities
Lockpicks – used to open
locked doors, consumable – one used per attempt, stack of 10
Piano Wire – required to
take hostages, is consumable – one used per grab, stack of 5
Grappling Hook – can be
used to get to otherwise inaccessible areas, consumable – one used
per shot, stack of 20
Weapons
Claws – the shortest
reach, but the best attack speed. It can deal lethal damage in a very
short amount of time, but getting in range will prove difficult for
inexperienced ninjas.
Katana – the katana has
a slower attack rate than most weapons, but has the best reach and
damage.
Chain and Scythe
(kusarigama) – the chain and scythe is unique in that it takes up
both your weapon slot and your throwing slot. The mace end of it is
thrown which can ensnare an opponent that it hits. The scythe end
works like a regular melee weapon.
GUI / HUD
The in-game HUD should
display all relevant information for the player without being too
intrusive.
Critical Fields Include:
- Health
- Qi
- Ninjutsu on cooldown (each gets its own icon, disappears once it is available again)
- Shuriken count (graphically, not numerically)
- Throwing item / count
- Utility item count (when applicable)
- Advanced ninjutsu formulas (when applicable)
Lock Picking Minigame
You will be presented with
a series of sound effects that correspond to various button presses
in sequence. Once completed, you will have to enter that sequence. If
you start entering it too soon, it will stop playing the sequence. If
you get the sequence wrong, you will fail and have to try again. If
you want to hear the sequence again, you may elect to do so, and it
will play from the beginning.
Locked doors will appear
with keyholes on them for sides that require them. Often times, this
will only be on one side of the door, as it can be unlocked freely
from the inside.
Duration Effects
Several of the advanced
ninjutsu are described as "Duration Effects". This means
that they will last so long as you maintain a charge. Note that this
means you cannot use Immolation while using any Duration Effect
ability, and cannot use more than one at a time, and do not gain the
regular benefits of a charge. Also note that some abilities do not
use the regular amount of drain, and will drain your charge either
faster or slower than normal.
Effects of Charge
- Improved movement speed
- Slightly improved damage
- Slightly improved attack speed
- Improved jump height
- Minor damage resistance
Swimming
When you are not using
Waterwalk or Iron Boots in the water, you will swim around. Swimming
is done mainly horizontally; as you naturally float, and therefore
mainly traverse along the surface.
While underwater, you will
be required to hold your breath (requires qi).
Controls:
- [Move: Left & Right] – Swim left and right
- [Move: Down] – Dive
- [Move: Up] – Surface
- [Jump] while underwater – Surface
- [Jump] on surface – Jump
- Regular Controls
Overall, I was very happy with the redo. The controls create a comprehensive system of movement, simple enough to be accessible, but powerful enough to pull off incredible things, and able to accommodate a variety of circumstances and puzzles.
The idea of making "simple" ninjutsu was key, as it allowed you to do interesting and tactically important things without breaking the key game flow. The idea that it should control well is crucial to any game.
There are minor things that I have left out, but contained here is basically everything important to the series. Note how I am focussed almost entirely on gameplay; story is minimal, graphic style is almost unmentioned, sound is not adequately described.
This is because I believe video games are primarily about gameplay; the easiest way to ruin an otherwise impeccable game is to introduce either sloppy or unintuitive controls, or have the camera control badly. The reason that Halo did so well is that it controls extremely well. Every other reason is secondary; it was tailor-built to be a great console shooter. But more on that later.
-Colin
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