May 17, 2009 at 11:14 am (Uncategorized) (, )

Conclusions: in the case of Alexander, the boss weapons copied are more commonly different projectile configuration data for weapons which he already has (minus the boss form of Julien, which is just a base melee upgrade).

In the cases of Julien and Michael the boss weapons are actual *weapons* presumably reverse-engineered to exhibit some degree of power similar to that of any given boss (minus the boss form of Alexander, which is just a base ranged upgrade)

Helena is a lot more like Zero in that most of her weapons are really just extra special moves, only one or two of which actually has ‘weapon energy’.

Miles is another large division of his own, in that his adorable baby Codex of the Infinite Planes prefers to take a sample of boss energy and turn it into a flat-out support summon. He’s… weird. For the intro levels he’s pretty much a joke though, considering his main attack is a knife with a range of about seven pixels.

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kmvplatformer characters/concept

May 16, 2009 at 5:18 pm (Uncategorized) (, , )

Default Character 1, Alexander: obviously speed/maneuverability-focused fragile speedster/glass cannon, high ranged attacks and a few secondary melee

Default Character 2, Julien: low-speed high-powered tank, more melee with ranged attacks secondary in priority

Unlockable: Michael (slowish magic knight with high-class exploration moves), Helena (the mario kung-fu monk)

Lethal Joke Character: Miles (intro boss, squishy wizard with exponential power growth due to his megaman’d weapons being boss summons)

I imagine it would be structured in a pretty Classic Megaman Game way, eight boss weapons and fortress stages and all.

Like any game idea I come up with, music is the main issue (as well as, er, programming game mechanics which I already have thought of)

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May 3, 2009 at 7:05 pm (setting-related) (, , )

an explanation for the HP system, both in any vidyagame adaptation and in the KMV as a whole considering it does occasionally get referenced:

deflector shielding!

In Sigeki it is generally expressed as good old tron lines inset into things (though most of the time they only glow while actively taking hits), and in the Sphere due to the rather different aesthetic qualities they tend towards instant rune levels of intricacy; Aquarii replaces the ’sufficiently advanced’ explanation with a ‘yeah this is basically magic’ justification and as such also involves the more instant rune visual style (generally displaying directly on skin as opposed to on clothes/armor like with the other two).

Basically, then, HP is the remaining strength in this shielding; in kmvrpg terms only a last few hundred (for comparison I tend to imagine it with Super Robot Wars-level totals) actually are the physical strength-willpower combined concept which something like DnD applies to the term.

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