20th Dec2012

Saturday Morning RPG Episode 4 is now available!

by Josh
Title screen for the Christmas Special.

Title screen for the Christmas Special.

We’re celebrating the Christmas season with the release of the Saturday Morning RPG Christmas Special – Episode 4 “Ho Ho HOOD”!

Commander Hood has stolen Christmas from the citizens of Shadow Valley and hoarded their gifts in his Antarctic hideout, his dreaded Terror Tower. It’s up to Marty to save Christmas and return the town’s gifts.

As always this exciting new episode includes all-new nostalgic items for use in battle – including a decoder ring and a carbine-action two-hundred shot range model air rifle (with a compass in the stock)! These two new items introduce deadly new strategies into battle, some of which may or may not result in you shooting your eye out.

Commander Hood stole all the presents!

Commander Hood stole all the presents!

There is also a range of new enemies to fight including the ghosts of Christmas Past, Present, and Future! Players can also explore new environments like Shadow Valley’s “Toys ARRRRRR Us” (a pirate owned toy store that sells stolen toys) and a vast stretch of Antarctic wasteland on the approach to Commander Hood’s Terror Tower HQ.

Toys ARRRRRR Us - a pirate toy store that sells stolen toys.

Toys ARRRRRR Us – a pirate toy store that sells stolen toys.

Marty fights the ghost of Christmas past.

Marty fights the ghost of Christmas past.

In addition to that, players can partake in a number of side quests ranging from helping a bounty hunter take out two bandits named Harry and Marv to helping someone empty their RV’s “waste” into the town’s storm drain.

Marty has to help Ben empty his RV's waste.

Marty has to help Ben empty his RV’s waste.

The Saturday Morning RPG Christmas Special is a free update to anyone who already owns the deluxe edition (or deluxe upgrade) of Saturday Morning RPG. Players can also purchase the Christmas Special separately at the standard episode price of $1.99.

Marty meets Santa Claws - a mystical Share Bear wizard.

Marty meets Santa Claws – a mystical Share Bear wizard.

11th Jul2012

Saturday Morning RPG Episode 3 Coming Soon!

by Josh

Title Screen for Episode 3

Hi everyone, I know it has been a long an arduous wait for Episode 3 and I hope to alleviate that with this post. In this post I am going to provide a preview of as much of Episode 3 as I can right now. Much of our art is still being completed and many of the levels aren’t quite polished enough to show off so I’m going to do my best to work around those limitations. All the art here is still a work in progress. First off – the episode’s story synopsis:

The evil Botchangers, the Badbots, are attacking Shadow Valley’s Jean Claude Van Dam and stealing all the power! Marty must stop them to save the town.

What this means is that the vast majority of the episode takes place in Shadow Valley’s hydroelectric power plant, the Jean Claude Van Dam. The rest of the episode takes place in downtown Shadow Valley. With that in mind, let’s take a look at the environments for this episode!

ENVIRONMENTS:

Downtown Shadow Valley:

Downtown Shadow Valley is a hub area that leads to all of Shadow Valley’s main attractions: the Shadow Valley Spaceport, Town Hall, the Jean Claude Van Dam, the Dragon Land Theme Park, and H.O.M.E. – Marty’s base inside Shadow Valley’s active Mt. St. Elmos volcano.

In Episode 3, players will not yet have access to the Spaceport, Dragon Land, or H.O.M.E., but future episodes will take players to those locations. Downtown Shadow Valley is structured much like Hill Valley from the Back to the Future films with shops surrounding a large courtyard area leading to Town Hall (which has a giant flip clock on the clock tower). The town is populated by several different citizens who may or may not need Marty’s help with side quests.

Jean Claude Van Dam:

The Jean Claude Van Dam is the main environment for Episode 3. Players have to traverse both the interior and exterior of the dam – fighting evil robot enemies the entire time. The Jean Claude Van Dam features two different types of environmental puzzles (detailed later). During the final part of the dam, the player actually gets to choose between three different paths – each rewarding the player in a different way.

OBJECTS:

Episode 3 introduces 11 new objects to Saturday Morning RPG. Most of the objects are stat boosters or status effect inflicting objects. Each object was designed to help bring in more strategy and interplay between certain object combinations. For instance, the sunglasses boost Marty’s accuracy to a ridiculous point – using them before the USS Starr creates a devastating attack that will rarely miss (and will hit all the enemies on the battlefield). There is also a new healing item that works with Marty’s multiplier. I’ll leave you to try and determine what the other new objects do. One of them is absolutely ridiculous and I don’t want to spoil it yet.

NOTEBOOK COVERS:

Episode 3 adds 9 new Notebook covers to earn and equip! Here’s a small sample of what to expect:

QUESTS:

Episode 3 features 7 side quests, five of which feature branching paths allowing players to make decisions that will carry forward to future episodes. One of these branching paths even takes into account choices made in Episode 2. None of the quests require the completion of Episode 2, though.

 

ENEMIES:

There are 9 new enemies to fight in Episode 3 (and two optional arena battles featuring familiar enemies with new tactics and quirks). Most of the enemies have specific hooks that make the experience of fighting them completely new. For example, the Sphere Bot enemy explodes when defeated damaging his colleagues in the process. This leads to a new level of strategic planning while dispatching enemies.

PUZZLES:

The first new environmental puzzle in Episode 3 involves toggling switches to trigger the raising and lowering of certain pathway impeding ramps. Our level designer was inspired to create this by a similar puzzle in the desert temple in a Link to the Past.

The second new environmental puzzle revolves around rotating platforms. Platforms are arranged across a chasm and the player has to rotate them to create a safe path; however, each time a platform is rotated, adjacent platforms also rotate.

NEW FEATURES:

- Hoverboard: Marty gains a hoverboard to travel the world in a faster (more radical) manner.


- Optional Boss Fights: Episode 3 features an optional boss fight that is difficult on the level of a Final Fantasy optional boss. Defeating this boss will allow you to collect an emblem that will open a door in a previous episode (allowing access to some new content).
- Cloud Saving: You can now sync and grab your save data using iCloud.
- Endless Battle: Players can fight their way through never ending waves of increasingly powerful enemies, striving to survive and manage their resources. Players can compete for a spot on the endless battle leaderboard.

- Achievements: Tons of new achievements to earn. We also added an object that gets more powerful as you unlock achievements.

- Notebook in the Main Menu: In order to make endless battle work, we added a notebook the main menu!

- New Intro for Episode 1: We changed the intro to Episode 1 to make it a bit more awesome.

- New Content for Episode 1 and 2: Mysterious doors that must be unlocked using emblems from Episode 3 have been added to Episode 1 and 2. We’re also adding 1 object from Episode 3 to Episode 1 and 1 other object to Episode 2, so that players can get a taste of the new content.

- New Quest for Episode 1: Manly-Man has appeared in Gaia! What could he want?

- Arena Fights: Take on special boss battles from the main menu. You can now fight the HOOD Goliath and his HOOD Munchkin minions.

ASSORTED SCREENSHOTS:

09th May2012

New Update for Saturday Morning RPG! Version 1.01

by kurt

Saturday Morning RPG has been updated as of 5/8/2012. This update addresses a lot of issues that we noticed people have such as too much tapping, not being able to resume from VHS tapes and the difficulty of certain battles.

The update also introduces some new game mechanics:

Enemy Movement and Sneak Attacks
Sneak Attack
Certain enemies will now walk around in the overworld. If you can sneak up behind these enemies to initiate a battle, this is a Sneak Attack. Sneak Attacks give you an advantage in battle – your multiplier will start at 3.0.

New Ways to Charge
Now when selecting the battery option there are 3 different types of charges to select from:
Classic Battery
The Classic Battery, which works the same as before the update – it involves rapid tapping to build up the multiplier.

Quick Charge Battery
The Quick Charge Battery, which requires no interaction at all, but does not have the potential to charge as much as the other charges.

The Gauge Charge
The Gauge Charge, which involves tapping through four gauges to charge. Each gauge is a red meter that wavers back and forth – tap when the gauge is close to full for the best multiplier boost.

The follow is a summary list of changes:
- Added the ability to resume episodes from tapes (you will have to option to resume or restart)
- Added the ability to return to the overworld after a failed battle
- Added the ability to fix the joystick to a position on the screen (stops it from following your finger)
- Increased attack slider size and rebalanced slider difficulty
- Player now has a choice between three different methods for charging their power
- Default: No interaction needed to charge
- Gauge: Time taps with a gauge to charge
- Classic: Tap rapidly to charge
- Increased the speed at which enemies approach Marty for battle
- Added movement to certain enemies in Episode 1 and 2
- Added a sneak attack bonus for triggering a battle from behind a moving enemy
- Repositioned enemies in Episode 1
- Added an extra enemy to Episode 1
- Added a vending machine to the start of Episode 1
- Fixed a bug where you could trigger a point of no return trigger unintentionally
- Fixed a bug where stats and info would not show for episodes
- Fixed a bug regarding the notebook tutorial
- Fixed a bug where the “You’re The Best!” achievement would not unlock
- Fixed a bug where the “Jump Street” achievement would not unlock
- Fixed a bug where the North Wing door in the main hall of Shadow Valley High would open before the player explored the East Wing.
- Tweaked item balance:
- Ruler has been nerfed and now does between 1 – 3 damage per hit
- Tweaked enemy balance:
- Lizard Wizards now have significantly less health
- Skeleboar’s heal frequency is lowered
- Commander Hood’s armor frequency is lowered
- Skeleboar and Mad-Eline’s scaling levels have been adjusted
- HOOD Soldiers have been slowed drastically
- Fixed bugs where exploration bonuses in Episode 2 were missing
- Added a window with screenshots for Episode 2 when player has not purchased the episode
- Added windows to suggest purchasing Episode 2 to those who have not done so
- Added several new GameCenter achievements

29th Apr2011

5 RPGs that inspired the design of Saturday Morning RPG

by Josh

Panzer Dragoon Saga

Panzer Dragoon Saga is one of my favorite role-playing games of all time. I’m one of the few lucky enough to have owned and played through this masterpiece of a game. Although the game is relatively short by RPG standards (my total game time clocked in at a little under 12 hours), it has some fantastic elements that I couldn’t resist borrowing for Saturday Morning RPG. The main element we took from Panzer Dragoon Saga is the way the game ranks the player for each battle.

In PDS, solving battles as quickly and efficiently as possible will garner you a battle rank. The better your rank, the more experience points you’ll receive. Other games have done ranking in this way, but PDS did it in a way that made me feel that obtaining a quick resolution to each battle was critically important. Final Fantasy XIII tried ranking (using stars), but the benefits to obtaining a high ranking just weren’t as clear (a higher ranking would restore TP, which for the better part of the game’s first ten hours is rarely even depleted).

In Saturday Morning RPG, just as in Panzer Dragoon Saga, a higher rank will give you more experience points and allow you to level up quicker. Rather than making the battle rank entirely dependent on speed, SMRPGs ranks are determined through looking at how much damage was dealt and taken by the player, as well as their speed in battle. These stats are then displayed to the user in G1 Transformers tech-specs style, and a rating from F – SSS is dealt out.

Battle Ranking in Panzer Dragoon Saga

Final Fantasy X

While Final Fantasy X is much maligned by hardcore Final Fantasy fans, I thought the game was pretty excellent. My best memories of the game involve strategically using the game’s visual battle queue, which shows when each person involved in the battle will get to attack next. Since I enjoyed the queue so much, we’ve cribbed it in SMRPG; however, where FFX showed several turns for each battler, SMRPG only shows one turn for each character. This is due to how the game handles attack speeds, and how enemies pick attacks. We can’t preemptively show where an enemy’s attack will land when it hasn’t been picked yet, since queue placement in SMRPG is relative to both the player’s/enemy’s speed as well as that of the chosen attack. In any case, the queue allows players to see when their attack will take place, and it should allow for some degree of strategic choice in battle.

Pokémon

Everyone played Pokémon, it is the ultimate “casual” RPG. I put casual in quotes because there really isn’t anything casual about Pokémon, it’s a hardcore RPG that somehow managed to break free of the genre’s stigmas and reach a mainstream “casual” audience. There’s two things about Saturday Morning RPG that have been heavily inspired by Pokémon.

First off, while the game is a hardcore RPG by every definition, it doesn’t ever present that to the user. Most of the big choices are autopiloted by the game, stat distribution and all the rules that go with it are hidden beneath the game’s surface. There is a ton of complex rules in Saturday Morning RPG that just like the rules in Pokémon, have been hidden beneath the game’s surface. This allows for a great deal of accessibility that many RPGs don’t afford the player.

Second, Pokémon is all about collectability. Saturday Morning RPG has this in common. In SMRPG you navigate the game world collecting, trading, and buying objects that you can use in battle. Just like Pokémon, these objects have unique abilities and applications in battle. “Collecting ‘em all” is just as applicable and fun in Saturday Morning RPG as it is in Pokemon.

Paper Mario –

Paper Mario is the ultimate “casual” RPG and we’ve borrowed so much from it (and it’s predecessor “Super Mario RPG”, which has unfortunately claimed our acronym) that I’m not even sure where to start. I guess the most obvious place to start is with the battle interface we’ve currently got in the game.  The battle system in Saturday Morning RPG consists of four choices, which are displayed to the player in a d-pad style interface. This pretty much describes the battle system of Super Mario RPG. I don’t think I have to go much more in-depth on that.

Also, in both Paper Mario and Super Mario RPG the player can defend against an enemy attack by pressing a button during a split second interval. This active defense keeps players engaged in the game and helps sate any boredom a more traditional RPG system could create. Saturday Morning RPG offers this same type of system; players have an interval equal to 1/3 of the enemy’s attack time in which they can defend against the attack by tapping the screen.

We also chose to emulate the Paper Mario leveling system, where the player gets to choose what stats to grow, but they are never overwhelmed with options. Players in Saturday Morning RPG will get to choose between three different stats to allocate a point to when they level up. This will ultimately keep people from drowning in the sea of intricacies that typically makes up RPG stat allocation.

Costume Quest –

Costume Quest was actually announced after I started work on Saturday Morning RPG. The minute I saw it, I became worried because it would surely draw comparison to SMRPG. I also knew that it would be a great opportunity to gauge what the market wanted out of a product like ours. I read countless reviews for Costume Quest and it lead me to adding the “Stash” feature in Saturday Morning RPG’s battle system. The number one complaint I saw about Costume Quest was that you couldn’t necessarily heal whenever you wanted or needed to. Saturday Morning RPG was initially the same way, with items only ever being dealt out at random. The stash added three slots that the player could fill with any object, those objects could be accessed at any time in battle and used only once per battle (whereas objects randomly drawn are re-shuffled and re-dealt when possible). This instantly solved the problem. I didn’t see too many other complaints about Costume Quest aside from people saying it was too repetitive (a problem I did not have).

A feature that many people will likely think is inspired by Costume Quest would be our “Trapper Keeper” style inventory system. In Costume Quest players keep track of all the game’s relevant data through a notebook. It’s very similar to what we’re doing with the Trapper Keeper; however, Costume Quest did not inspire our idea – the Trapper Keeper was the only thing that made sense in the context of our game for inventory management.

 

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