This project's funding goal was not reached on January 18, 2013.
This project's funding goal was not reached on January 18, 2013.
Playable Alpha Demos Here: http://www.scrollninja.com/downloads
Control Details Here: http://www.scrollninja.com/controls
Character and Enemy Details Here: http://www.scrollninja.com/characters
*Pictures from our field trip to a Japanese castle in Update #1
*Answers on iOS in Update #2
*Controller info detailed in Update #3 (Newer info on the Scroll Ninja site)
*Detailed Shipping Price Info in Update #4
*Further details in other updates. Check in regularly!
Scroll Ninja [絵巻忍者] is an action game where you take a team of ninjas on a quest of revenge. Using kaginawa ninja grappling lines and a variety of ninja tools, weapons and skills you'll swiftly make your way through a lush and complex world painted inside a traditional Japanese art scroll.
For the demo and additional content check out http://scrollninja.com
*Site is on a temporary host and is not completed. If it seems slow wait a few minutes and try agaian. We'll get it up and running and a production system as soon as possible.
*About the Ouya: We will support the Ouya in the Android version to the best of our abilities. At the moment we do not have details nor a physical Ouya, so while we intend to support it we do not know when we will be able to provide this support.
Scroll Ninja is a side scrolling action game based in a world inside a traditional Japanese art scroll. The game is open source (GPL with licensing options available) but the assets are not (but can be licensed). Scroll Ninja will be available for Windows, OSX, Linux and Android. Initially there will only be a single player mode but we intend to add a multi-player mode after initial release. The Android version will include a unique control set for touch screens because we hate those stupid fake on-screen plus pads or the circle virtual analog sticks. There will be gamepad profiles for Android, and hopefully a full control scheme for the Ouya.
Base [Initial] Storyline
Fire Ninja Onimaru returns to his village after a day of training in the forest, only to find it has been ransacked and razed. Onimaru sets off on a quest for vengeance; picking up allies and encountering phantoms of his past along the way. In his path are enemy ninja, youkai daemons and the manipulated - warriors controlled through cursed charms. Guide Onimaru and crew through 4.1 chapters of revenge, shinobi style.
Different Ninja Styles [忍術]
3 different types of Ninja (*initially, see our reach goals) each with their own unique controls, abilities and tools all based on actual ninja clans and ninjyutsu styles. For initial release you can switch between fire [火遁], water [水遁] and wind [風遁] ninja to make your way through the game.
Wire Action [鍵縄]
One of the basic tools available to you is the "Kaginawa", a ninja grappling line. You can ascend, swing, or grapple to terrain and pull yourself towards it or pull enemies and objects towards you. Physics is done with a dedicated physics engine so swinging and falling will have a somewhat natural feel to it. Objects significantly heavier than you will not be pull-able, but may be shifted or get dislodged. You'll be able to pull in enemies weaker than you but enemies stronger than you could actually pull you in with your own line.
Free Running [疾風の術]
Using the skills of Shippu [Hayate] you'll run freely through the world. Running up walls, seamlessly sticking to the ground over rough terrain and large rocks, and hanging upside down from ledges and branches.
Ninja Swords [忍刀], throwing stars [手裏剣], Kunai Ninja Utility Knife [苦無], Weighted Chains [万力鎖], Kama Sickle [鎌] and Weighted Chain Kama Sickle [鎖鎌], Kagidzume Claws [鉤爪], Kanshakudama Grenades [癇癪玉], Kemuridama Smoke Bombs [煙玉], Senkoudama Flash Bang Grenades [閃光玉], Teppou Gun [鉄砲], Makibishi Caltrops (spikes) [撒菱], Fukiya Blow Darts [吹き矢] and as many authentic Ninja weapons as we can get into the game. Depending on how much funding we get we may only implement the most basic weapons for initial release.
Aside from the Kaginawa Grappling Line you'll have tools like the Mizugumo Ninja Raft [水蜘蛛], Tako Glider Kite [凧], Rope and Bamboo Ladders and temporary Bridges and for night missions the Gantou Lamp [龕灯] which can use to direct light like a flash light or can hide to blend in to the night.
Bunshin Shadow Clones [分身の術], Migawari Substitues (switch them with yourself to take a fatal blow) [身代わりの術] and many more like Kuchiyose Summoning [口寄せの術] if we have the resources. You can upgrade your ninjas by learning skills from Ninja Masters.
Art-form Skills [忍術]
Fire: Blow fireballs, leave a trail of embers in your path, create a wall of flame and use a flaming sword to set your enemies alight.
Water: Run across water, walk freely underwater, blow darts from under the waters surface, blow out flames and lamps with blasts of water and call upon Tsunami Waves [津波] to wash away your enemies.
Wind: Create solid Kintoun Clouds [金斗雲] to stand on in the air, summon Tatsumaki Tornadoes [竜巻] to scatter enemies, push enemies and items around and deflect projectiles with bursts of air.
Fight 5+ bosses* each with multiple phases in their own huge environments. We want boss battles to be epic, memorable, fun and challenging and are aiming at more than 5 minutes of battle time for each. Take for instance Boss #1, Nyuudougumo [入道雲]: a manipulated massive hammer wielding brute who you'll fight in a multi story pagoda.
*We want to include many more bosses and mini-bosses but will limit the number to 5 bosses matched up to the story line.
How We'll Use The Funds
The first $30,000 will simply pay enough to keep us alive and with running water and electricity while we make the core game. We'll include as many features listed above as possible, and even if we don't include them all in initial release we intend to include them in updates. The core game will be single player and include story mode, challenge mode and speed run mode.
*All reach goals will be created AFTER initial release, but will be included if we amass enough funds.
Most of the rewards include a copy of the game for Desktop (Windows, OSX, Linux), Android, or both. Most reward packs include exclusive content which will only be provided to Kickstarter backers. If our campaign does succeed and we complete the initial game we will create extended contents sets, new modes, etc. and "premium" backers will receive access to all of these extensions for free.
The sound track will be release in portions (as the tracks are completed), and will include tracks from several Japanese independent artists including se.noize (our resident sound artist), indi singer/songwriter Tatsuki and many more. The general soundtrack will be appropriately themed with authentic Japanese sound, and will include electronic tracks, instrumental tracks and regular song (with sung lyrics) tracks.
As for physical rewards we've got three types lined up:
The USB Kunai is simply an 8GB USB stick (maybe bigger if we get enough orders) with the Scroll Ninja logo printed on it and filled with all the digital goodies we can think to put on it.
A Fude is a traditional Japanese brush. The Scroll Ninja art style is made to mimic art made with this kind of brush (and some of it is actually drawn with a Fude pen and scanned). The Fude pen has a tip which mimics this brush and has an ink reservoir built into it. Our Kickstarter exclusive Fude pen comes in a box and will include the Scroll Ninja [絵巻忍者] logo in Japanese on both the pen and the box. We're also including a pack of Japanese paper [和紙] similar to that used as the graphical base in the game.
Also available will be authentic art, hand drawn with fude brushes in full color by Jun Tohyama on Japanese paper, then cut and set on an actual Kakejiku [掛け軸] hangable wall scroll. The image above is just a sample of the materials used - actual completed illustrations will be properly sized and adhered.
The grand reward is a full closed-source OK license to the source, graphical and sound assets. If you are a developer and you want to make a similar game or want to make a game based off of Scroll Ninja directly this is a wide-open and fairly limit-free opportunity at a fixed and, in the scope of things, very cheap price. After release we likely offer licenses like this on a per-asset or profit sharing model. Aside from funding what we'd really like to get out of this is more content from the Scroll Ninja universe. We believe that the more creators and makers who put out Scroll Ninja related material the bigger it will become - and we don't want to limit that by being jerks with copyright and closed source. Anyone who buys into this reward will be a big initial partner of ours.
Our only major challenge is running out of money (like we did the last time). Each time we run low on funds we have to take on outside projects that take up time and don't always provide us with enough money to continue. Only after taking two big projects were we able to regroup and start again - but this time we've taken a much safer and easier to develop path and chose a different base system so we can assure full multi-platform compatibility and added Android to our list of supported platforms. If kickstarter does succeed we don't expect any real difficulties - as long as there is enough money to pay Naoki Iwakawa and Jun Tohyama they'll be on the project full time. It should be noted they both have experience as game developers/creators. In addition, other than mulitplayer and some refactoring most of the difficult work has already been done, so if funded we believe our release schedule is realistic.
If kickstarter does not succeed we will likely continue development, but it won't be at any real reasonable pace. We have other projects (some of which you may see on kickstarter soon!) which the majority of our developers/creators/artists/designers are working on already and are always in need of extra hands. What you see here so far is essentially just the creation of two of the Genshin members; Mr. Tohyama and Mr. Iwakawa. It should be noted one of our creators, Ms. Yoshida, was the one who re-kindled the project when she started playing with libGDX. If you look at the source commit history you'll note she started it out.Learn about accountability on Kickstarter
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (30 days)