Set in the year 1943, one seemingly normal morning, a rabbit named Laura finds herself in a bit of trouble …she’s accidentally crossed over to a parallel universe and needs to find her way back home!
Project Rabbit follows a mixture of Earthbound and Paper Mario style gameplay. The overworld being very similar to Earthbound/Mother 3, while battles are more on the Paper Mario side in terms of mechanics.
The badge system from Paper Mario is implemented here in the form of "Pins", and take the place of traditional weaponry and armory. Unlike Paper Mario, the player can equip whatever pins they want and are instead restricted by the pin slots that dictate the amount of pins each party member can have equipped at once.
Also the game is hard as hell. dark souls of rpgs yada yada, m e m e (don't make me have to kick your ass zack30)
I don't have anything ready for the public to play just yet, but I hope you find the continuous development to be interesting!
Remind me to put up an actual banner later, and also to actually post development updates.
I remember looking at some of the videos of this thing and getting very excited because holy mole this looks amazing. Having a mix of paper mario and earthbound with very high difficulty sounds really amazing.
I'm looking forward for more stuff!
Honestly this is one of the games I've been the most excited to play, and I've been trying to get the podcast team to do a creation corner episode for a while just so I can shine a light on it (as well as the other rad works in creation corner of course).
I don't recall if I've ever posted in the creation corner thread though, so even tho there isn't much extra here for me to comment on I can at least give a textual "heck yeah" about the game in general to be immortalized in this C3 forum.
Thank you all for the kind words! Every last compliment helps keep me motivated.
Also @Impetus it's nice to hear that the podcast team have actually considered showcasing stuff from the creation corner!
Originally posted by Roberto zampari
Why won't you release a kickstarter campaign?
Would you release this on STEAM ?
Already have plans for some sort of Kickstarter/Indiegogo/Patreon campaign, but I'm waiting until I get a public demo out before I follow through with it.
Project Rabbit will definitely go up on the steam store, probably for as little as $5. I feel if I end up pricing it too high people will just dismiss it.
July 6, 2018
Finally updating Laura’s sprites! They’ve gone mostly unchanged since 2016, and were in a real need of a touch up. They’re a lot more accurate to her current design now too.
Huh... There's an intriguing little something about this project, can't quite put my finger on it.
Originally posted by 1UPdudes
... I really like your style you have with your artwork and your way of design as a whole.
The game looks really vibrant which I like. Lots of strong colours and unique looking characters.
Probably something to this effect. That, and how the game about the cute bunny promises to eat my face off in terms of difficulty.
Are you in a position to describe any game mechanics? I'm assuming by way of referring to Paper Mario that there are to be action commands or some other sort of real-time element in battles. What sort of stats govern how battles play out? I spot a reference to "physical damage" - are things strictly physical/non-physical, or are there elements to consider? Is there a level up system of sorts? Concrete or in the works, I'm curious how you'd like this thing to play. Achieving good RPG design sounds maddening.
Also very curious, and hopefully not off-topic, about what role you as a designer think that the RNG should play in an RPG such as this. Are you aiming more for a Paper Mario spin, with battles being very straight-forward with very mild random effects, or full-on Pokémon style in which earning the ire of the RNG is an automatic GAME OVER?
In any event, I wish you the best of things. Keep at it!
Are you in a position to describe any game mechanics? I'm assuming by way of referring to Paper Mario that there are to be action commands or some other sort of real-time element in battles.
There are action commands, but they function more like Super Mario RPG's where you just kinda have to time it right with the visuals. There was another element to the battles that I was playing around with, and I'll go into detail about that near the end of this wall of text.
Aside from that, there are Pins, which work much like Paper Mario's Badges. They can either grant party members passive abilities or entirely new attacks.
Originally posted by Maarfy
What sort of stats govern how battles play out? I spot a reference to "physical damage" - are things strictly physical/non-physical, or are there elements to consider?
Offence/Attack and Defence are the main factors. Damage dealt by magic attacks is multiplied off of the party member's or enemy's offence. So I'd say strictly physical.
There are a few hidden stats like Element, Evasion, and Dawdle. Element functions like Pokemon's Types where all Elements are weak to at least one other Element (Ice is weak to Fire, Dark is weak to Light, etc.). These Elemental weaknesses can only be taken advantage of through magic attacks though. Evasion is an enemy-only stat and dictates how often they can evade attacks. Dawdle is also an enemy-only stat and dictates how often an enemy will not do anything in battle.
Originally posted by Maarfy
Is there a level up system of sorts?
(Slightly outdated gif)
Of course! Just the usual leveling up. I did think about maybe adding a little bonus stat roulette at the end similar to what the Mario and Luigi RPGs have. I'll revisit that soon.
Originally posted by Maarfy
Are you aiming more for a Paper Mario spin, with battles being very straight-forward with very mild random effects, or full-on Pokémon style in which earning the ire of the RNG is an automatic GAME OVER?
More for straightforwardness, like Paper Mario. There is at least one mechanic that spices things up a bit, and that is the Pachinko Balls. Very similar to the rolling meter in Earthbound and Mother 3, Pachinko Balls representing the damage taken by each party member will fall down off the screen when said party member is hurt. The health point that each Pachinko Ball represents isn't deducted until the ball itself is fully off-screen.
The timer that they spawn on is RNG based, but it's really only like a 1 to 32 frame window. Even then, the Pachinko Balls can still be manipulated to an extent through the use of Pins:
A short while back, someone had suggested to add more Pachinko elements in like pegs, bumpers, and slots. It was a really neat idea, but I had trouble getting it look good with the remaining space in the battle's field. It's definately something I want to go back and try to work in again.
This wasn't asked, but it seemed like there was a bit of confusion over whether the battle system was finished or not. Battles are indeed fully finished, however there are some minor details that I still want to add in or fix. Actually, for the most part, all of the game's mechanics are fully functional. It's really only up to me to put together the actual gameplay now.
Everything so far has been completely done by myself (with the exception of music, which someone else does for me), so trying to juggle between working on the programming, the graphics, the story, and the overworld design has been complete hell.
I'm glad you all like the game so far, and I'm hoping I can show off some more WIP stuff before the C3 forum closes! Here's a snippet of a new song for the time being: Shops N' Stuff.
July 14, 2018
New battle background, somewhat inspired by Yoshi's Island. The idea was to create a pinball-esque look to complement the pachinko mechanic.
There'll be more backgrounds like this, each with their own variety of illustrations!