There's no point in denying it: the RKSF Title Screen is much cooler. |
It's been a long haul, and I know that many among you have been waiting for years to catch a glimpse of the English version of Rosenkreuzstilette Freudenstachel. Well, wait no more: it's time for the first installment of the RKSF Developer Diary!
Before we dive into what's changed between the original Rosenkreuzstilette and its sequel, I figured it'd be appropriate to have a look at what's stayed the same between the two games. By that, I mean what changes we made for the English version of Rosenkreuzstilette that we were able to carry over to Freudenstachel.
As many of you are no doubt aware, eight of the ten first-generation Megaman titles use the same assets and sprites with nearly imperceptible differences in the game's mechanics and physics. It should come as no surprise that Rosenkreuzstilette follows suit, preserving what worked in the original while subtly changing what didn't. As we'll see in future entries, some elements that Freudenstachel borrows from the classic Blue Bomber have been used to create something completely different.
I'm getting ahead of myself, though. Let's start at the beginning.
I couldn't tell you if this was a screenshot from Rosenkreuzstilette or Freudenstachel... |
The more things change, the more they stay the same. |
Of course, there have always been a few characters in the RKS universe that don't particularly pay attention to the grand scheme of things. Their interactions with the rest of the cast remain as amusing as ever.
As you can see in the screenshots at the top of this post, the changes I made to Rosenkreuzstilette's Title Screen have been carried over to Freudenstachel's. In other words, choosing the default "Game Start" options begin a new game at the very beginning of Story Mode instead of at the Stage Select Screen in Arcade Mode. This time around, if you're playing through Story Mode and wish to skip text that you've already read through, you can press the Status button to skip the remainder of that scene instead of hammering the Confirm button or holding the Cancel button.
No silhouettes or frames this time around; other than that, they're pretty much the same. |
When I was working on Freudenstachel's Options Menus, I did so without really consulting their counterparts in the original Rosenkreuzstilette. It didn't occur to me at the time to carry the frames and silhouettes that I'd added to the Grollschwert incarnation of these graphics over to the sequel. The Options Menus for both the Freudenstachel and Weißsilber scenarios are almost identical to their respective Title Screens, so I never noticed that something might be missing until I started compiling screenshots for this blog post.
That's a lot of blue... |
There isn't really much to say about the presentation of the Status Subscreen that I haven't already said in RKS Developer Diary #6. In the Japanese version of Rosenkreuzstilette, the rollover graphic for each ability featured the name of each ability in German as well as its meaning in Japanese. For the English versions of the game, we replaced the Japanese translations with their English equivalents. In Freudenstachel, the rollover graphics don't feature Japanese translations of each ability's name; instead, they spell out the name of each ability in katakana to help Japanese natives pronounce them all properly. This information isn't all that useful to English-speaking players; after all, the majority of us can't read katakana, and we have Freudia's sound clips to clarify how each name is supposed to be pronounced. So, for the sake of consistency with the original Rosenkreuzstilette, we decided to replace the katakana renderings with the English renditions of each name. Before you ask: yes, we will be exploring these in detail in a future developer diary entry.
Decisions, decisions... If only there were a book that claimed to hold all the answers... |
Naturally, we made a point of touching-up the German and integrating our English localization as seamlessly as possible.
Yep, empty passwords work the way they're supposed to. |
Well, that's all for now. I have a vague idea of what I'll shine a spotlight on next time, but, if there's anything in particular that you'd like to see, be sure to ask for it in the comments below!
See you next time!
Glad to see the blog update.
ReplyDeleteWhat's the current situation of prototype levels after you announced to bring them back to life?
Also I'm wondering if the rank system from Grolla mode prototype/demo had a chance to revive in future RKS update.
Unfortunately, I was only able to make a couple of the prototype levels fully-functional in Freudenstachel. I had to leave out the remaining stages because they caused irreparable issues in-game (i.e.: breaking the boss AI, graphical corruption that made the stage unplayable, and outright crashes). I wasn't able to fix these issues without causing similar problems for the final versions of the stages, so many of the prototypes had to be cut. If there was a way to include them that didn't break the game, I would have gladly done so.
ReplyDeleteFunny you should bring that up: I considered including the Results Screen from the Grollschwert demo as the way the player would unlock one of the English-exclusive bonus codes, but ultimately didn't have enough time to implement everything. If memory serves, the Grollschwert demo ranking system wasn't as fully-functional as many people believe. Sure, it generated the Results Screen on-the-fly instead of using pre-rendered graphics, but I don't think a full ranking system had been properly implemented in that build. Even if there was one, the code for it would have disappeared with Isemiya...
Got it. Looking forward to see the final result in the future, I'm interested in these.
DeleteHave you decided the launch date?
That's not for me to decide -- everything from here on out is in Playism's hands.
DeleteRemember that I submitted the first Rosenkreuzstilette release candidate last June, and the game only launched on Steam in February. This time around, Playism is working to add achievements, native XInput support, and a handful of additional bugfixes. I have no idea how that'll affect the game's release schedule. Sorry, but I personally don't know the answer to that question.
Given some discussions that we've participated in on Youtube comment sections, that XInput support is a BIG help to get some controller purists in on the action. They haven't been obnoxious about it, to be fair, but when all you've got is an XBox controller, things can get dicey.
DeleteThey may be updating the steam version of RKS soon given the fact it now has non-functional achievements listed.
ReplyDeleteI found out about this game through YouTube.
ReplyDeleteI saw this game once and it seemed fun.
But the sad thing is that it is not widely known in the world.
In order to make it known, there is no cosplay or doll itself like in other games at game shows.
If that happens, I wonder if this game will become widely known in the world.
And I even thought that this game would have cosplay.
It is a character that is perfect for women to cosplay as.
When I found out about this game, I just naturally thought that my favorite character would appear.
ReplyDeleteI really liked the characters in this game to that extent.
I found out about this game through YouTube.
After watching this game on YouTube, I thought that it would be really fun.
I don't dream because I want to, but I really like this game so much that I wish my favorite character would appear.
I wish I could stay in the dream so that I wouldn't wake up. Even if I do, I hope it's late.
The characters I like in this game are Spiritia and Freudia.