Kid Icarus 2 (KI2)

Discussion in 'Theme Development' started by Joeypals!!, Apr 5, 2015.

  1. Joeypals!!

    Joeypals!! Don't you worry 'bout a thing~

    Joined:
    Dec 30, 2011
    Messages:
    2,173
    Likes Received:
    557
    PO Trainer Name:
    Joeypals
    [​IMG]
    So this oughta be fun explaining... First thought may be "Why on god's green earth would you give a sequel to a theme like Kid Icarus?" Well, lemme tell you. I am proud of the first Kid Icarus theme, truly I am. It taught me how to code through fixing errors and such while also showing me what works, and what doesn't. While I say this, there is something very obvious that doesn't work for me, and that's focus. Does the original encompass the game? For the most part, yes. However, it doesn't really have any context, it's basically "Sit down and fight, it's FoN vs Palutena's Army vs Underworld Army". Originally I left the idea of doing anything to the theme after adding all the Underworld bosses from Chapters 1-7 alone (spoiler alert: Chapter 8 had a Space Kracken). As time progressed, however, more and more things floated into my mind about the game.

    (SPOILERS AHEAD)
    How Viridi took Pit in while Palutena was being controlled by the Chaos Kin 3 years after Palutena was finally fully controlled by the Chaos Kin and how she turned Pit into a ring. How the Chariot Master and Dyntos were much more... important. How Hades sat in the background toying with Viridi with his sass as Pit sat there annoyed. How vital the Aurum and Pyrrhon truly were, as it ultimately created a distraction long enough to turn Pit into a ring. How Hades actually sat back and let the chaos unfold until finally there were no more distractions to be had.

    As those memories set in, I began to form a theme idea: What if instead of Pit being with Palutena, he was with Viridi like he was for a bit in the story? And thus came the idea of Kid Icarus 2.

    Roles (new roles not seen in the original KI theme will have links so you can see exactly what the roles are)
    Forces of Nature

    Viridi - Similar to Palutena in the original KI theme, but instead of being connected with Pit right away, she has a 50% chance to hax him when he daykills. This is due to some distrust the two have for each other along with weakening the Insp+Silent Samurai bond.
    Pit - Excluding TeamTalk with Viridi, is the exact same as the original KI theme. Daykills during the day without revealing, can reveal himself if need be during the day.
    Pittoo - Same exact deal as the original KI theme, stalking during the night, getting hax on kills, and converting Pandora into Amazon Pandora if Pittoo is killed or converted. Pittoo was momentarily on Viridi's side during the game when trying to revive Pit in the Rewind Spring (Chapter 22) and eventually allied with Viridi (as confirmed in SSB4) after he lost his power to fly that he had stolen from Pandora back in Chapter 5.
    Phosphora - Now a simple vigilante.
    Cragalanche - Now a simply bodyguard. Should Phosphora die, Cragalanche will gain the ability to kill, albiet a much slower kill.
    Arlon - Now a simple safeguarder that gets slight hax on Viridi's inspect (10%?) along with a -2 vote for only liking conflict when absolutely necessary and even then playing defensively.
    Cacaw - Can distract one target during the night.
    Nutski - Literally referred to as Viridi's children along with her other troops, these basic opponents are your standard villagers.
    Clobbler - Will see themselves as Nutski. After one nightkill, they will convert into Enraged Clobber.
    Enraged Clobber - Has a vote of 2 and a single nightkill (faster than Cragalanche's, slower than Phosphora's). Will kill the first person that votes it out. Cannot be nightkilled. Lasts 2 days after transforming.
    Trynamite - Miller, will appear as Hades.
    Blader - Miller, will appear as Chaos Kin.
    Boom Stomper - Vote of 3.
    Bumpety Bomb - Exactly what it sounds like. Bombs nightkills and daykills.
    Jitterthug - Has two forms, red and green. The Red Jitterthug is more aggressive, getting 1.5 votes and a poison. The Green Jitterthug is more defensive, sporting a protect+safeguard combo at 0 votes. Currently planning on having this rotate automatically every 2 nights, similar to how it works in-game.

    Chaos Vortex
    Chaos Kin - Almost the exact same thing as the original theme. On top of having a poison every night and a convert into a Stolen Soul every other night, it sports a kill shared with Palutena. Avoids a single lynch, dodges nightkills half the time and is immune to daykills. When it dies, so do the Stolen Souls.
    Palutena - One of the main reasons why I wanted to make this theme. Under the Chaos Kin's control, she is far more aggressive. While maintaining her inspect, she now has 3 votes and a kill shared with the Chaos Kin. If the Chaos Kin does die, she picks up a one-time poison that automatically kills the target.
    Stolen Soul - Same deal as the original KI. Has the /meet command, which breaks down to the following rates: 24% protect, 24% safeguard, 24% inspect, 24% distract, 6% kill.

    Underworld Army
    Hades - Retains all properties from the original KI theme (doesn't get haxed, cannot be killed during the night, has a nightkill) while picking up a few new tricks. Hades starts at a vote of 1, however for every Nutski that dies, Hades gains an additional vote. This gives a whole different approach to kills. Cannot be converted by the Chaos Kin.
    Monoeye - The grunts of the Underworld Army. Once again, they can only kill. Nothing else. Difference between this Monoeye and the Monoeye in the original KI theme? You might actually see it on a regular basis!
    Pandora/Amazon Pandora - Retains her original properties in the original KI theme. Normal Pandora only kills while getting hax on Pittoo's stalk while Amazon Pandora has a stalk and a daykill. Nothing else has changed.

    Aurum
    Plixo - Aurum bodyguard that looks a bit like the Windows logo. Shares a kill with the rest of the team.
    Kolma - Has a daykill that reveals the user 30% of the time, shares a nightkill with the rest of the team.
    Zaurum - Can distract 2 targets during the night, shares a nightkill with the rest of the team.
    Nukleen - Can poison one target during the night, will poison the attacker if nightkilled. Shares a kill with the rest of the team.
    Xoneme - Aurum enemy that can self-protect every other night, shares a kill with the team.
    Aurum Pyrrhon - Not even close to the original Pyrrhon! This Pyrrhon is equipped with Aurum strength, albeit not willingly. Pyrrhon is a bit of a JOAT, sporting two inspects, two distracts, one stalk, and the usual nightkill along with a poison of his own. He can use as many of these commands per night as he desires. Cannot be converted by the Chaos Kin.

    Dyntos
    Dyntos - Dyntos takes the conspirator game and gives it a big shake (consp aspect only around when the Chariot Master isn't around). For the first three nights and days, Dyntos is unable to be killed or harmed in any way, nor can he vote. His job is to sit there and be completely observant. Should the game end prior to night 4, Dyntos will win with everyone. If the game lasts longer, however, that's when Dyntos comes out and is ready to fight. This Dyntos form (which will be marked Dyntos GST for the Great Sacred Treasure) has 2 votes, 2 daykills, a nightkill, and a one-use inspect. It is at this point that he loses his consp title and becomes a solo Mafia role. He is unable to be converted by the Chaos Kin.

    Chariot Master
    Chariot Master - While the Chariot Master was only in one chapter and died in said chapter (Chapter 19), the Chariot Master and his domain proved vital to the story development, whether that be from his ending lines to the various wallbreaks coupled with revelations from Viridi and Hades while climbing up the tower (takes about a half hour, hf). Being the wise, honorable warrior he is, the Chariot Master will reveal one person during the day while revealing himself. He will win with any side, for he sympathizes with true warriors.

    I don't have spawn worked out at this exact moment (can do that ASAP), but that's because I mainly wanted to get through two main concerns before I go further.

    1 - Would KI2 cause confusion between itself and KI past initial release (by that I mean with people who have played it a multitude of times, not people just walking in)?
    2. Is the character list enough, or do I need to edit it in a few ways?

    Once those two are cleared up, I can move forward to coding without worries. So yeah, here's KIP2! Please help me out here with what needs to be worked on.
     
    Last edited: Apr 11, 2015