For anyone who doesn’t know, Re:Roll is an ongoing project to turn Kingdom Hearts into a full tabletop roleplaying game, staying as true to the original gameplay as possible. The game uses a d4 system to emulate both combat and roleplay within the KH world.
While this version of Re:Roll has a full changelog accompanying it, some major changes include:
Reshuffling of almost all Weapon Rank features, and addition of Ranks 4 and 5 on all weapons
Complete remake of Attack Types
Altered starting stats + AP gain from items
Tentative changes to Champions
Many, many other minor changes, which can be viewed in the full changelog!
For anyone who doesn’t know, Re:Roll is an ongoing project to turn Kingdom Hearts into a full tabletop roleplaying game, staying as true to the original gameplay as possible. The game uses a d4 system to emulate both combat and roleplay within the KH world.
Some things included in this update:
Synthesis materials & recipes!
Every single non-joke weapon in the entire series! (Yes, every single one) (Really) (I'm not kidding)
A lot of accessories!
A lot of Abilities!
More changes, which can be viewed in the full Changelog!
I'll be streaming tonight, August 1, at 7 PM EST to go over the changes in depth, so come catch me on twitch.tv/pechebeche if you're interested!
The short version is I'm going to have a basic version for v0.3 out by mid-September. The current plan is to finish work on it through June, finish privately testing it by mid-August, and then do a closed playtest with Patreon supporters through the rest of August. I'll make any further adjustments, playtest one more round if needed, and then throw it out to The People!
This is going to be a more compact initial release than previous versions. The version of the game to release will be through about level 21 (out of 100 levels). Unlike V0.2, though, it will be playable at release - no waiting to learn how to make enemies. There are several reasons for this smaller release, but the most important is changeability: this way, instead of needing full years to adjust everything I've made if something about the base game is completely off course, it'll only take a month or so. Quicker turnaround for adjustments!
I'll be sitting down to do a sort of psuedo-Q&A on Friday, June 28 on my Twitch at 7 PM EST- playing some Kingdom Hearts, answering questions as they come up, talking about what I've been up to and longer-term plans. If there's anything in this post that you don't understand or want elaboration on, send an ask, and I'll answer it on that stream!
Some of the big changes you can expect in V0.3, under a cut for brevity (some of the details and names may be subject to change still!):
Combat Stats. You know, in retrospect, there was no good reason to not use KH's existing ATK/DEF/MAG stats and just directly translate abilities using them. The new version has the actual stats used in KH games connected to the more roleplay-oriented Stats from previous versions - e.g. ATK being connected to Body - but ultimately separated in terms of usage.
Sword, Shield, Staff. This will appear in very basic form in this version, to be elaborated on once the core game has been adequately playtested. I've wanted to include the chance to "choose your path" since day 1, but could never find a way to integrate it; the addition of Combat Stats provided a clean opportunity to try it out!
Dice. This was something that got brought up relatively early on in the Discord, but at the time I didn't have the experience to handle it. Now I do! Attacks have a more standardized pattern and there's no longer going to be a situation where you can hit and do 0 damage. Not unless you intentionally do some really bad numbers. I can't stop you from that.
Job Classes -> Job Paths. There was a consistent issue in the first two versions, where the intent of job classes - to be loose guidelines rather than strict classes, with lots of mixing and matching - was unclear. They've been re-contextualized as sets of Abilities, with one feature being a prerequisite to the next. My hope is that this will allow people to view them closer to as intended, on top of some other interesting things that have opened up to do with them.
MP. I really wanted to stick to KH1-style MP because I love the low numbers and wanted so badly to make them work. But ultimately, the MP numbers from KH2 and KH3 were easier to deal with. There's just no #/5 equivalent to 12/100.
Hordes. Yes I've reworked them again. I'm so happy with them this time though!! I think I finally struck a balance to make it both quick and large. Hopefully. Playtesting permits.
Memories. Will finally be a full part of the game! There'll be ~5 options minimum at time of initial publishing. I'd REALLY like to get it up to 7 for that sweet sweet number symbolism, but that won't be a priority for this initial release.
Leveling. There will be a way to calculate the EXP for level ups, and that leveling is simpler to understand.
And other stuff! Some of it in too early stages to talk about for this release, some of it is just formatting, some of it is hard to explain quickly.
I will not be updating monthly, because after trying to make myself do that for several years now, I'm forced to accept that I'm not capable of doing so on a for-fun project. But I will make a concerted effort to be more present here and to keep everyone appraised of the Big milestones, like when I open up playtesting for patrons.
Thank you all so much for your patience, as always! <3
An in-depth on the dark art of main menus. How do you take the mundane and make it great? And just what happens when our deepest menu fears are realised?
I have long thought that the graphic and UI design of games doesn't get nearly enough attention (beyond complaining that there's no FOV slider or the menu doesn't run at a full 60 fps or something equally critical) in all of the gaming-related commentary generated these days. It kind of gets trampled in the mad rush to let's-plays and extended reviews.
This examination by Angus Morrison over on his YouTube channel, RE:roll is like a welcome glass of cool, articulate water, with an accent.