Project Kid Icarus Uprising recompilation idea - would welcome group support

Master Knight DH

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This is a project that would be worthwhile, but it also will need added features, especially for multiplayer design, to be good enough, so I will go ahead and post a topic about this. This is something where I would need assistance from a group to get ANYTHING going.

Kid Icarus Uprising is a game I've been wanting to see a remake of, with a similar approach to what Super Mario RPG: Legend of the Physical DEF Ally Buff manages: the point of involving nostalgia but also having design improvements that either do not touch the artistic choices, or actually even improve as much. Something in particular that I would like to see is FAR less emphasis on getting attack power boost modifiers to be "competent" because it's one of the reasons multiplayer buries things like the Spin Shot technique, and yet the enemy durability on 9.0 is so inflated that the attack boosts become needed just to stand a chance. My idea of a solution, if I were to be ever able to handle a remake's balancing, would be to have damage boosts put on a "firstAttackRatio" (except not using base damage, meaning things like debuff influence would remain unchanged) so that they can't aggravate longer range attacks nearly as harshly due to linear interpolation with the preexisting "lastAttackRatio" stat of attacks; as well as revamp the enemy durability to give them an armor factor while attack boost capability would be generally shifted to an added armor piercing stat. But of course, even managing given details, in the first place, an official remake has no sign of being made. This is where a recompilation would come in: as potential motivation for Nintendo to do something, and hopefully of welcome design.

There are a few features that would be really wanted for multiplayer:
  • Custom stages, if feasible with an automatic symmetry option. The base game doesn't have any truly symmetrical multiplayer stages, aside from the worthless Arenas, despite how multiplayer map symmetry is a staple in general competitive gaming for a reason. That should be fixed.
  • The ability to disable weapon modifiers within match rules. When all is said and done, weapon modifiers are ridiculously broken in general and this especially applies to the bulk of the few that aren't attack or defense power boosts, and they make a community willing to revel in abuses like Lava Basin exploitation even worse. As weapon modifiers dilute the balancing so heavily without credible reason, this should be possible to disable in individual matches. And all that would need to be done to implement would be to reverse engineer the hacked weapon detection already in the base game, as that causes detected hacked weapons (note that I say detected) to become basic weapons with Value 100 and no modifiers of any sort; and have that apply to ALL weapons when the disabling setting is toggled on.
  • The ability to disable the "Random" Power within match rules. EVERYBODY agrees that a Power that allows for turning matches into RNG has no place in competitive play. As Powers like Slip Shot and Bumblebee involve significant Power Grid costs counterbalancing them, the "Random" Power, which itself is inexpensive and hard to catch without overwhelming evidence, is very disruptive to the concept of Grid Reading and would be a problem even if every other Power was suitably balanced, which already isn't the case regardless. Note that the "Random EFFECT" Power only rolls debuff enhancement that can't be used to effectiveness without hitting opponents, so it's not nearly as bad despite the Freeze debuff (one of the potential rolls) being overtuned jank in general.
  • The ability to disable individual item types within match rules, rather than simply all or nothing. Balancing is actually varied between items. One notable example is that Boom Rocket disrupts camping in locations like Spiral Tower's tower top, so Boom Rocket serves a sensible purpose. Smart Bomb is simply incredible spite toward Armor Powers with NO counter play. As Smash 64 already had the option to disable individual item types, it makes no sense why KIU doesn't have this feature.
  • An actual Stock Mode. The Smash series has this from the start. There's little reason why this couldn't be done here, and it would make it far more feasible to have actual competitive play without clumsy rulesets.
  • A tournament mode that additionally allows the organizer to place overarching bans on given Weapon Types and Powers. Even without weapon modifiers, some Weapon Types and Powers are still involving jank. Smash Ultimate, a newer game with fewer than 108 character choices, already has active tournaments that ban Steve, Kazuya, Min-Min, and/or Sonic because of degeneracy that they have produced. A tournament mode would allow for a mode where given weapon type and Power bans can be established without complication with friendlies, although I would far from object to having the Weapon Type/Power ban option be available on friendlies too. As an added bonus, this could be useful for encouraging players to try out other weapon types or Powers.
  • Statistics within match results that includes amount of times each player has used each individual Power. This would help decipher which matches where given Powers have been used, to be able to help better compile a suspect list should anything come up.
These would be the biggest features that multiplayer could use, without modifying any weapon type or Power stats. It's worth noting that I'm even motivated to get something off the ground after a recent change in Splatoon 3 involving Flow Aura and how its design would be providing gameplay opportunity to reduce the effectiveness of default mobility advantage, with already significantly less excuse to do so than Kid Icarus Uprising base game has. It's ideal to get stuff going to improve things, and I would want somebody who handles the bulk of work with a recompilation effort to understand my points.

Please let me know what you guys think.
 
I would want somebody who handles the bulk of work with a recompilation effort to understand my points.

Please let me know what you guys think.
If I was working on a recompilation effort, and people started sending me long messages about how they wanted me to understand their points, I would probably give up and find a different project.
 
Start the decompilation efforts, and then re-compilation from your decomp first (The issue there, is that you don't really know or have access to whatever compiler The devs used for their game).

Dream about modification and features later.
 

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