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Hello and welcome to our Recap video for 2013!
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In an attempt to prove that we totally did not waste all of last year's time,
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we will list down 8 features that we implemented since the TechDemo++.
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Be prepared for a lot of ingame footage!
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Oh, and of course be aware that everything shown in this video might change in the final version.
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Hopefully for the better!
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Our first feature is an integral part of any RPG:
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cut scenes and dialogues.
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As you might remember, the TechDemo++ skipped right to the gameplay.
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There were no characters and no scenario.
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The only information that you got, was relevant for gameplay and shown in text boxes.
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That's not a very common start for an RPG, now is it?
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Our current version starts off with a cutscene,
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introducing our protagonist Lea
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as well as other characters.
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As you might notice, Lea is not a very talk-active character.
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However, she HAS a personality that we want to express.
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Since text is not an option, we use "Facial Expressions" instead.
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And not only for Lea but also for many other characters in the game.
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Of course, for all players who don't feel like taking in walls of text,
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we have the option to skip cut scenes.
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Also, lots of dialogues are shown as side messages, that run in parallel to the gameplay.
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Our second feature is also something that shouldn't be missing from any RPG:
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Now, we didn't have any NPCs in the TechDemo++
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but we still wanted to give the player some hints.
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So how did we do it? Again: text boxes.
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Whether you need it, or not.
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In the current version you can talk to an NPC to get a hint
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or if you're fine by yourself,
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well, there is no reason to ask then.
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Since the movements of our NPCs are based on a path finding algorithm,
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they do pretty well at navigating the surroundings.
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Plus, if the player or another NPC is in their way they will politely move around them.
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We tested NPC movement in pretty crowded scenarios
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aaand... it works pretty well.
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It's quite like Assassin's Creed but it works well enough for us.
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Third Feature! Well not sure of you can call it a feature, but we extended our plot and scenario.
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So once we leave the underground by elevator, we see new places and meet new people.
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For instance, Captain Jet, who is in charge of the whole place.
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So it turns out that the whole beginning of the game is on board of a huge cargo ship with the name "M.S. Solar".
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Also on board are a number of talkative NPCs.
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Otherwise, this new area is still work in progress.
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Our next feature is a rather big one: the menu system.
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Our menu comes pretty close to what you would expect from an RPG.
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You can look at your status, manage your equipment, learn new skills, and so on.
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Currently already implemented is the equipment menu where you can put on items to prepare yourself for battle.
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Changes in your parameters are displayed for each selected item immediately.
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Now we have a number of combat related features, the first on being: Close Combat.
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Close Combat adds some variation to all that ball throwing we had up to this point.
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It is especially useful for combat in narrow space and can be combined with dashing.
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Next up, we have a more defensive option for combat with guarding.
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Guarding helps to reduce the damage and avoid the stun of many attacks.
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However, it only works for the front so we have to make sure we look in the right direction when guarding.
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This makes it pretty hard to guard when surrounded by enemies like here.
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Another feature relevant for combat and also for puzzles are element modes.
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Feature elements are "Cold", "Shock", "Heat" and "Wave".
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You'll be able to change your element at any point in the game and your parameters and battle skills will adapt accordingly.
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Changing the element during combat is essential to make use of your enemies weakness.
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In addition they will be used to solve certain puzzles later on.
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Up to this point we only have some nice combat effects for you to enjoy.
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And the last feature for this video is: battle techs.
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To do a battle tech during combat you first need to charge up.
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You can do this, by holding the space bar or the right trigger on your gamepad.
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What kind of battle tech you perform depends on what you do during charging and how long you charge.
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For example: if you happen to aim during charging you will perform a very strong ball throwing move.
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And if you charge without aiming you will perform a strong close combat attack.
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For the future also plan to add more battle techs for guarding and dashing.
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And these are all the features we have for you!
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... or are they?
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Now, actually, we do have two more pieces of news for you!
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Firstly, you remember how CrossCode is played in the browser, being an HTML5 game and all?
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Well, we recently found a way to publish CrossCode as a desktop app, running smoothly with almost no loading times!
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Thanks to node-webkit we can easily port CrossCode for Windows, Mac and Linux!
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And secondly: Since about a couple of month, Radical Fish Games has become an officially registered Wii U Developer.
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And you propably guess where this is going:
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It's CrossCode on the Wii U
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* Cheap iPhone recorded video of Wii U footage played in awkward silence.
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And this now finally concludes our Recap Video for 2013!
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As you can see our focus in 2013 was clearly on new features.
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For this year, we hope to finally get more content in the game.
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You can look forward to new places, characters, enemies, and boss battles!
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And if everything goes well, expect a new demo release as well as a crowdfunding event towards the end of 2014!
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Until then, you can always follow only progress on our blog, facebook, twitter, yadda yadda.
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Links are in the description.
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And finally, thanks a lot for watching our video to the very end!