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CrossCode Recap 2013 HD

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You are in the read-only mode. Close
00:24.4
00:28.4
Hello and welcome to our Recap video for 2013!
00:28.5
00:32.7
In an attempt to prove that we totally did not waste all of last year's time,
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00:36.8
we will list down 8 features that we implemented since the TechDemo++.
00:36.9
00:39.0
Be prepared for a lot of ingame footage!
00:39.1
00:43.9
Oh, and of course be aware that everything shown in this video might change in the final version.
00:44.3
00:46.4
Hopefully for the better!
00:47.3
00:51.0
Our first feature is an integral part of any RPG:
00:51.1
00:52.5
cut scenes and dialogues.
00:53.9
00:57.9
As you might remember, the TechDemo++ skipped right to the gameplay.
00:58.0
01:00.8
There were no characters and no scenario.
01:00.9
01:05.7
The only information that you got, was relevant for gameplay and shown in text boxes.
01:05.8
01:08.2
That's not a very common start for an RPG, now is it?
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01:14.0
Our current version starts off with a cutscene,
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01:16.4
introducing our protagonist Lea
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01:19.0
as well as other characters.
01:19.8
01:23.4
As you might notice, Lea is not a very talk-active character.
01:23.5
01:27.0
However, she HAS a personality that we want to express.
01:29.3
01:33.8
Since text is not an option, we use "Facial Expressions" instead.
01:34.1
01:38.7
And not only for Lea but also for many other characters in the game.
01:43.2
01:46.9
Of course, for all players who don't feel like taking in walls of text,
01:47.0
01:49.7
we have the option to skip cut scenes.
01:53.2
01:59.3
Also, lots of dialogues are shown as side messages, that run in parallel to the gameplay.
02:04.9
02:09.8
Our second feature is also something that shouldn't be missing from any RPG:
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02:10.7
NPCs.
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02:15.6
Now, we didn't have any NPCs in the TechDemo++
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02:18.9
but we still wanted to give the player some hints.
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02:23.0
So how did we do it? Again: text boxes.
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02:25.0
Whether you need it, or not.
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02:30.0
In the current version you can talk to an NPC to get a hint
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02:32.1
or if you're fine by yourself,
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02:35.0
well, there is no reason to ask then.
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02:41.1
Since the movements of our NPCs are based on a path finding algorithm,
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02:44.3
they do pretty well at navigating the surroundings.
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02:52.0
Plus, if the player or another NPC is in their way they will politely move around them.
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02:57.8
We tested NPC movement in pretty crowded scenarios
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02:59.9
aaand... it works pretty well.
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03:04.8
It's quite like Assassin's Creed but it works well enough for us.
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03:13.0
Third Feature! Well not sure of you can call it a feature, but we extended our plot and scenario.
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03:18.6
So once we leave the underground by elevator, we see new places and meet new people.
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03:22.3
For instance, Captain Jet, who is in charge of the whole place.
03:26.2
03:32.6
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".
03:37.0
03:40.2
Also on board are a number of talkative NPCs.
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03:44.1
Otherwise, this new area is still work in progress.
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03:51.7
Our next feature is a rather big one: the menu system.
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03:56.9
Our menu comes pretty close to what you would expect from an RPG.
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04:01.8
You can look at your status, manage your equipment, learn new skills, and so on.
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04:08.0
Currently already implemented is the equipment menu where you can put on items to prepare yourself for battle.
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04:12.9
Changes in your parameters are displayed for each selected item immediately.
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04:20.0
Now we have a number of combat related features, the first on being: Close Combat.
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04:26.0
Close Combat adds some variation to all that ball throwing we had up to this point.
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04:32.3
It is especially useful for combat in narrow space and can be combined with dashing.
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04:40.3
Next up, we have a more defensive option for combat with guarding.
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04:45.2
Guarding helps to reduce the damage and avoid the stun of many attacks.
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04:51.3
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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04:56.2
This makes it pretty hard to guard when surrounded by enemies like here.
04:56.6
05:02.1
Another feature relevant for combat and also for puzzles are element modes.
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05:07.0
Feature elements are "Cold", "Shock", "Heat" and "Wave".
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05:13.2
You'll be able to change your element at any point in the game and your parameters and battle skills will adapt accordingly.
05:14.0
05:18.9
Changing the element during combat is essential to make use of your enemies weakness.
05:19.2
05:23.1
In addition they will be used to solve certain puzzles later on.
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05:28.7
Up to this point we only have some nice combat effects for you to enjoy.
05:31.5
05:35.6
And the last feature for this video is: battle techs.
05:35.7
05:39.1
To do a battle tech during combat you first need to charge up.
05:40.1
05:45.0
You can do this, by holding the space bar or the right trigger on your gamepad.
05:46.2
05:51.5
What kind of battle tech you perform depends on what you do during charging and how long you charge.
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05:58.2
For example: if you happen to aim during charging you will perform a very strong ball throwing move.
05:58.3
06:03.1
And if you charge without aiming you will perform a strong close combat attack.
06:03.7
06:08.7
For the future also plan to add more battle techs for guarding and dashing.
06:11.6
06:13.3
And these are all the features we have for you!
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06:14.8
... or are they?
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06:19.3
Now, actually, we do have two more pieces of news for you!
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06:25.8
Firstly, you remember how CrossCode is played in the browser, being an HTML5 game and all?
06:27.2
06:34.7
Well, we recently found a way to publish CrossCode as a desktop app, running smoothly with almost no loading times!
06:34.8
06:39.6
Thanks to node-webkit we can easily port CrossCode for Windows, Mac and Linux!
06:41.3
06:48.0
And secondly: Since about a couple of month, Radical Fish Games has become an officially registered Wii U Developer.
06:48.1
06:49.6
And you propably guess where this is going:
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06:55.2
It's CrossCode on the Wii U
06:57.3
06:58.6
* Cheap iPhone recorded video of Wii U footage played in awkward silence.
07:09.0
07:12.2
And this now finally concludes our Recap Video for 2013!
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07:17.3
As you can see our focus in 2013 was clearly on new features.
07:17.9
07:21.7
For this year, we hope to finally get more content in the game.
07:21.8
07:26.2
You can look forward to new places, characters, enemies, and boss battles!
07:26.3
07:33.0
And if everything goes well, expect a new demo release as well as a crowdfunding event towards the end of 2014!
07:33.1
07:39.0
Until then, you can always follow only progress on our blog, facebook, twitter, yadda yadda.
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07:41.3
Links are in the description.
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07:46.2
And finally, thanks a lot for watching our video to the very end!