"Death is but an illusion for a solution... In death we harbor our regret and sorrow. Only in true confrontation and justice can we free ourselves from this madness."
Download The Demo! (http://demonsrevenge.com/stuff/CTDR%20Setup.exe)
In a deep dark corner of the universe, there's a small galaxy consisting of very few planets. Most notable are three planets, which sit in the middle of the solar system. In the middle of these three planets lies a small planet named Hasphal. Above Hasphal is a large robust planet called Dagmedok. Legend says a powerful race of supernatural beings with vast technology exists there to watch over the planet of Hasphal. Just below Dagmedok is a planet closest to the sun... A dark eerie looking planet called Remerin, where the hasphalians say the land is filled with flames.
Around the planet of Dagmedok is a moon the same size of Hasphal called Fliridian. On this moon lived a species of humanoid beings called kelt. The kelt use modern technology and have enjoyed peace and prosperity throughout their existence. But peace and prosperity comes with a price.The moon eventually became over populated. With its thriving economy, and almost non-existant poverty, there were less deaths and more births than the moon could hold. The leader of this moon, Latrell Flamous, ordered an experiment to send some of his people to Dagmedok, but whenever they sent ships to explore it, their ships would mysteriously disappear. They found what to them looked like an under developed planet, Hasphal. He sent ships there to find that it was not populated.He wanted the people to start off fresh. With the willing few he had, he sent them to inhabit the planet of Hasphal. So the same problem of Fliridian won't fall upon Hasphal, he sent them without the perks and technology of Fliridian so the population can be maintained. He felt it was better than just exterminating his own people, but again, with every good, there is a bad.Unknown to anyone who scouted the planet before, there were creatures called jehts. The jehts went into hiding underground until the Fliridians would eventually leave... But they didn't. Instead, they evolved their race, changing into humans. When the jehts finally decided they wanted to reclaim their surface, the humans refused to let them. In fact, the humans were repulsed by their disfigured features and named them as if they were creatures from Remerin, demons. Until this day, jehts are still fighting for what is rightfully theirs...
Sen is a rough young woman, not really too smart, but very sarcastic. She has been through a lot during her life. As a child, for years, all she can remember was being in a chamber having needles stuck in her, striking painful sensations, and blurred visions of a woman. It finally ended one day when she woke up in a nice house at the age of 6. She had a brother, and parents, a nice bed to sleep in, she was enrolled in a school, and had a good friend. Was it all just a crazy nightmare?This somewhat good life went on for a long time until one day, at the age of 14, on her way to the park from school, she was kidnapped. Again, these terrible feelings, the same blurred visions.... It wasn't a nightmare. After a few days of torture, she was thrown on the side of her house where her brother found her. But she was different... Cold.... Not the same Sen he grew up with. He asked her questions, "where were you?" "what's going on?" "what happened to your eyes?" All she could say was "leave me alone." He noticed her voice wasn't the same. He backed off, but he cared too much to just sit by and watch his sister go through this hard time alone. He made the terrible mistake of trying to comfort her. He touched her shoulder and she turned around to face him. Her eyes, golden.She blacks out.When she comes to, she sees her brother lying in a pool of water. Pale as if he'd drowned. Had she done this? She heard her mom rushing to the room and climbed out of the window. She knew they would blame her. "That DEMON!" she hears her mom say in agony as she's running into the woods.For years all she could do was run, kill, and hide. She ends up finding a shack in a relatively quiet area. Nobody could find her there. She makes a home for herself and lives there.
A couple of years later, it appears as if the ridders have found her. She begins getting knocks on the door, death threats, and battles. This goes on until the present. She is now 23 years old. She finally gets sick of it. Losing all hope and grip on humanity, she vows to become the monster everyone wants her to be.... Until one day an unprepared demon ridder named Jagen sees more in her heart than she thought she had left.
With every last fiber of her body, Sen only knows survival. Her life is vague. Plagued by dreams of horror and frustration of what she believes them to be. Having betrayed the only family she has known by killing her brother, she seeks no truths and accepts the inevitability that she will always be hunted as a Demon.
Sen lives at the edge of a forgotten and abandoned forest where she has survived for years on her own. Using her apparent demonic ability to control moisture in the air she was able to survive. Becoming a hardened survivor and living off the land alone, in what has become penance for the crime she has commit.
Life in Origin Forest is no place for a human. Wolves overpopulate the area, and because of that food is scarce. Sen has survived eating any herbs and fungus that she finds with the occasional hunt or stranded animal that comes across her way. Her strongest asset is her instincts, as her formal education was cut short by the murder of her brother. Sen has become brutal and strong in this harsh environment fighting for her life every day.
Born with nobility Jagen has been bred with the finest teachings and training. Jagen's family and culture has pressured him to hate what he does not understand, jehts. Jagen could not protect his wife against them. He found his wife brutally murdered by jehts. Stricken with grief, unable to slay the "demon" that did this to her, he puts up arms. Not in revenge for his wife but to defend anyone these creatures would come to harm. So he joins the ridders, Hasphal's elite defenders, to protect the ones who need protecting.
But everything is not what it seems and Jagen's morals tend to clash with the ideals of the ridders.
Jagen was raised by wealthy owners of an inn located in the town of Pekitzer. He lived a very privileged life and was exposed to some of the finer teachings in all of Hasphal. Jagen's parents were so busy with the family business that they rarely had time for him. Because of that, Jagen indulged himself in education, religion and training. He grew to embrace the intricacies of strategy and war, and grew a passion for some of the more obscure and unpredictable weapons and fighting styles. Jagen became one of the most formidable tournament fighters in Pekitzer and was eventually recruited by the ridders. He declined initially, but years later volunteered after tragedy struck his life.
Growing up, Jynx has always been able to hide the fact that he is a jeht. He could blend in with hasphalians by changing form and looking like one of them. He attended school with them, worked with them, he wanted to be just like them. Jynx even fell in love with one of them, but that all felt like a lie to Jynx and he could not live his life that way. Accepting that jehts and hasphalians could not live together, Jynx travels like a nomad living with both hasphalians and jehts, trying to find a place for himself in the world.
Jynx has traveled Hasphal and has never truly found a place to call home. He has been to many of the cities and small towns of Hasphal and has seen the same type of prejudice and hate towards jhets no matter where he went or which side he was posing on. As much as he would want these things to change he figured it won't and he eventually alluded to a life of solitude away from both jhets and humans.
Little is known about the hasphalian Sinara. Her hate for jehts is almost as strong as her disdain for her own kind. Sinara shows little allegiance with anyone and seems to live for the purpose of killing for the ridders rather than the ridders purpose. She is an efficient killer and skilled assassin taking little time to dispatch her enemies.
Sinara's early life was full of pain and isolation. Sinara and her younger sister Miranda were orphans who grew up in an unnamed town; overworked and under fed. They spent each day longing for a chance at a real life and family. The days of work and hunger led Sinara to have deep disdain for society. Soon the town was ravaged by demons and that day of having a real family never came. Sinara and Miranda's first encounter with demons wounded them. That day, they nearly lost the only thing they have ever truly possessed: their lives. They grew enraged by the mere mention of the word demon and vowed to find a way to rid the world of them.
When they were of age they joined the ridders. Miranda took a more internal role, while Sinara worked more on the field of battle. Both were Max's best recruits, but Sinara was his prize possession and once he saw the potential in her skill, he honed them to reach a status beyond measure.
Seemingly out of nowhere, a man arrived in what is known as a cold and harsh place called D'halis. With only a few men by his side he found a way to keep demons away, and if need be extinguish them with little effort. He taught the men how to fight and protect this place. As time went on they elected him their leader. This man was called Grandeur Maximillion. No one knows where he came from or why he decided to help these people. The town started to blindly follow Max and they did everything he told them. He formed a militia which sole purpose was to kill or capture demons. These where the Demon Ridders. He introduced techniques and ancient relics to these people. He ordered the construction of a grand tower with technology this world has never seen. In the years that the tower was under construction, he spread the mighty hand of the ridders all around the world. He became the known leader of Hasphal, and ruled unopposed with the power of the ridders.
- Discover a world full of 2D pixel animations.
- Indulge in story and action through the exciting motion comic cut scenes.
- Use strategy and plan your party based on what they can do in a unique battle system. The environment could be your greatest weapon or your worst enemy. Cut down trees or throw pillars at your enemies to gain an advantage in battle.
- Find secrets and explore as you uncover artifacts and quests to discover lore and other unique items.
- Explore the diverse world of Hasphal. Climb mountains or dive deep into oceans. Visit grand palaces, mystical forests and beautiful cities.
- Experience both the day and night system. As time goes by different creatures emerge. Players and enemies' skills change depending on what time of the day it is. People go on about their daily lives as they react to the time of day, or day in a week.
- Solve fun and engaging puzzles. Use individual tools and skills of each character to solve a variety of puzzles and obstacles. Jump over cliffs and slice down trees, what ever it takes to move your journey along.
Credits (Not Up To Date)
Special Thanks And Dedications
Find and support us at:Official Website
My Husband, Tyrell
My Mom, Barbara
My Sons, Adonus and Lucas
My Daughter, Nova
https://twitter.com/_DemonsRevenge_ (https://twitter.com/_DemonsRevenge_)More Support
I have to update the support bars to include the new logo. The links will stay the same.
The images in are here, ready to use and linking to the rmrk topic:
And with out the links:
You can show your support where ever you go by including one of these small images in your sig and linking it here.
Or just by helping spread the word!
Finished remapping my Desert Town Exterior!
I've placed your images in spoiler tags for you. Try and do this in the future. (: ~Rose
Spoilers. Use them.
Until you do I will not give feedback.
Thank you Rose. I didn't know the images were that big, they don't even take up half of my screen because they are resized.
I'm onto you! Literally.
On topic, I like the concept. A lot. I'm not so sure about the graphics, especially the faces and the sprites. I quite like the desert maps though.
What is it about the faces that you don't like?
I like them, but I realize that the coloring could be better. So they are subject to change.
The sprites are final and I hope that when the demo comes together, you see that they are a great (original) fit.
The faces, I don't like because they really just seem a bit flat. I realise this may be due to the fact that they're aliens and such, but I honestly just don't like them. Still, don't go changing them purely on my opinion, wait and see if someone else agrees with me.
The sprites, I'm really not sure what it is about them I don't like, but there is definitely something. Put them up for discussion so someone with a bit more art appreciation experience than me can comment.
Hey guys we have upgraded our project greatly. And really would like to know what you think.
For a long time it had been and my dream to do the indie video game thing. So we been putting our time,effort, and funding into it for a very long time. I'll like to show you guys some parts of it and let me know what you think. We are looking to add most of the bells and whistles that many commercial products would have. Like our animations and motion comic. Most of what we are showing is not the final product but your comments and critique are indeed welcomed.
The art style I am going for as far as the motion comic goes is as follows
I wanted something dark and simple because of the time frame, style of the games animation and motion comic we are working on.
Here is a sample of the motion comics we have in the game to move the story from time to time. The final product will probably have narration but this is more like a demo of it. This pretty much jumps off some of the lore in the game. We really hope you like it. I know there needs to be some polish here and there but at the moment I am pretty happy with the results as a whole.
And of course the actually game play, story, etc. which we will be presenting more soon. For now here is some battler sprites of three of the main characters.
Awesome game. I wouldn't mind making some icons for the game if you need another spriter. I just recently got back into working on my own game.
We are excited to announce that we've put out a demo!
You can download it here:
Please let us know what you think, and if you find any bugs let us know!
We can't wait to see what you think!
Hey everyone, we have an updated demo, and it has an updated link:
Has anyone here tried this yet? We would love to hear your opinions!
I'll advert this if you like.
That would be great if you could! Thank you!
Quote from: Yin on September 29, 2012, 07:41:44 pm
That would be great if you could! Thank you!
You have a trailer?
Yeah, but it's old and doesn't have any of the new art/tilesets/scenes in it. I'll see if I can make one asap.
Here I go with another huge update! Combining multiple updates into one, separated by spoilers. We are also announcing a contest!
We just did a rather huge update on the current demo so if you downloaded it previously you will have to delete your save or it will cause an error. There is now a survey at the end of the demo. If you have already played and wish to take the survey now, please do so. Your feedback will help us make a much better game. Also, if for some reason, you did not get to the end of the demo, here is the link. Survey (http://demonsrevenge.com/demons-revenge-feedback-survey/) Demo (http://demonsrevenge.com/stuff/CTDR%20Setup.exe)
- Fixed a bug in the infobook. I broke it in the last update. Images for items should now NOT produce an error
- Revamped enhancement system allowing more variety in enhancements stats, adding a tier system for each enhancement picked up.
- Revamped status screen, now shows a small description and uses the updated stats window.
- Changed game's font.
- Various small bug fixes.
- Fixed text cutoffs in the menu (Equipment menu)
- Totally redid the scan window.
- Updated the victory music.
- Blocked tent that causes the save file bug (Thanks to Shayoko from RPGMaker.net for discovering the exact cause, sorry I don't know how to fix it.... Yet
- Breathing forever underwater is not possible anymore.
- Make infobook buttons easier to figure out.
- Shop Menu done! (Can't see it in demo yet though).
- Crafting system is done! (Can't see it in demo yet though).
- Added easier way to read new entries.
- Fixed some jumping errors where you could jump off cliffs.
- Fixed evasion poses for Jagen and Maggie.
- Added in a few enemy sounds.
- Armehd now attacks in a line.
- Fixed scene by investigation site if you came through the alternate direction first.
- Added critical hits (Yay now you can do critical damage! (but so can the enemies)).
- Added character to infobook.
- Made it brighter later at night because it was still too dark.
- Removed enhancements from party member when they leave.
- Added Help Menu at the press of a button.
- Added target arrows so you can see which enemy you are targeting on the order line.
- Fixed box bug where if you had autodash on it and picked up a box, the box would chase you.
- Fixed known freezes in battle.
- Fixed some tile errors.
- Fixed problem where casting animations would not show properly.
- Fixed problem with full screen permissions (Had to replace it because it didn't work encrypted)
- Added a way to skip cutscenes (Pressing the cancel button prompts for a skip)(Thanks to TDS with a bit of modification of his cutscene skipping script)
- Fixed a bug where you could take 3 party members instead of just the required two
- Added visual notice of the different parts of the menu (Pressing left and right to switch infobook categories + others)
- Changed Books & Notes to Writings so the words would not be squished together
- Made light source around character brighter at night
- Added another missing dialogue piece
- Blocked off wolves' den after event
- Various other small fixes
- Fixed victory song playing during game over (but could not get the game over song to play
- Fixed tinting to work in battle (but we have no night time skies so it still looks kind of weird
- Added build number to title screen
- Added full screen option to the options menu(Upscale)(Thanks to Zane's Fullscreen script)
Things I've been working on: Show
I've been working on a crafting system. The way it will work is you throw a bunch of items into a mix and then BAM. Item made! Or... not. Once you discover the recipe/formula/whatever I decide to call them, you can easily create it over again. Fun stuff. A thing that I'm trying to add right now is creating bonus items! Once you put in a recipe, you have the option of adding bonus items to create a brand new item. These items will add in new features to the base item. Say you have a lohal vial which on it's own heals 500 or 50% of HP, that is the base item, but you can add in up to 2 additional items. You can get a Potent Lohal Vial of Fire. An item like that might heal more as well as give a boost in fire resistance. That is not something that you can find anywhere in the game because you INVENTED it! That is actually functioning perfectly fine, but the aesthetics are killing me. The item list is not displaying properly and item names are appearing in the wrong spot among other errors.
With this news, I wanted to introduce a character who will be your go to gal for this stuff:
Mioni is the most knowledgeable alchemist from Annox Desert. Her father is one of the most decorated solders in the Annox military, which gave her the opportunity to learn from some of the most skilled alchemists in the city. Mioni is considered sort of an oddball, she almost never leaves her home and strange things seem to happen there quite frequently. She always experiments with new recipes and she is never shy of testing something new on the first test subject she finds. Mioni will become very important in the game as she will be your central hub for discovering and creating new items and enhancements.
Alchemy plays a rather large role in Demon's Revenge. It is the basis of the crafting system and a very important commodity in Hasphal. On Hasphal, it has always been considered an essential part of human culture. Studied and manufactured by those with the means and proper equipment to produce it, alchemy is perhaps the greatest form of medicine in all of Hasphal. Although healing is considered the most useful form of alchemy, it is also useful in combat mostly against demons. It can also be used to enhance a weapon's effectiveness as well as powerful concoctions used to cripple enemies.
Another thing I've been working on is a total revamp of the enhancement system. As it is now, I don't like it much, not much can be customized. Just some stat boosts. I want to add enhancements that give you status effects, can be cursed and sealed, give you skills for as long as it is slotted, increase exp rate, etc. I may also do a visual overhaul, but nothing too different from what it is now.
Lastly, we've been having some computer trouble... Actually it's just me, but I'm the one who puts everything together, so my computer going down is a big problem. Fortunately it was fixed. It's on its last limb, but it is working and we can be grateful for that!
A Little About The Ridders: Show
Who Are The Ridders?
This is something I have been dying to talk about. Now that the demo is out, I feel like I can talk about it without spoiling too much. Who and what are the ridders? I am sure this is a question many are asking even after they have fully played through the demo. In short it is a one world military force. They preside over the entire planet of Hasphal and pretty much regulate crime and corruption around the world. They were originally created by the mysterious man known as Granduer Maximillion to control what the humans call demons.
Ridders come from all over the world. Most of them volunteer to become ridders. These are usually young men and woman who look up to the ridders as being the protectors and saviors of the human race from demons. They usually come from the slums and use the ridder stature to honor their families.
There are some ridders who are hand picked from their particular part of the world. These humans usually posses gifts or talents that are particular to where they come from. These gifts could mean things as simple as natural strength or speed or the ability to channel the power of the sun into healing powers. They are usually held as the best of their kind and participate in tournaments to determine that right. These ridders are never drafted and usually accept joining as an honor. Most earn the rank of Elite Ridder and hold that position until they retire, when someone from their region can take their position.
Demo and Feedback
No one can seem to find this guy. LOLs
For some reason this past week we have received a pretty good bit of feedback from our demo. The reviews have been very positive and it really gives us more confidence with moving on. There have been some minor bugs that we have mostly fixed and we are making the menu much easier to navigate by giving button prompts. We really love the support we are getting even though it took some time to get people to play the game but so far everything is going well.
Boss Enemy Design Contest!
In honor of our upcoming Kickstarter, we are doing a boss enemy design contest in order for someone to win some really cool stuff before the campaign even begins. We want people to get involved with the creation of the game and we figured this is the best way of doing it.Here is how you enter:
1. Draw a boss by the 28th of August. The boss can be a human, jeht (demonoid being), or a creative mystical beast. Just about anything you can think of.
2. Write a compelling back story describing its powers and abilities.
3. Email your drawings to firstname.lastname@example.org with the subject line: Boss Enemy Design Contest!
Join our facebook page: https://www.facebook.com/DemonsRevenge
We will announce the winner on Facebook, Twitter, and our main website. There, you can comment onyour submission and put more attention towards your creation!What Do You Win?
The winner gets their boss in the game, a poster of your creation drawn by our artist Ricky Gunawan. The winner will also receive a copy of the game.Rules or Restrictions:
- By submitting to our design contest, you agree that you will give us your mailing address if chosen as the winner (unless you don't want the physical prize).
- If the design is a human, they normally derive their magical abilities from objects or the type of region where they are from.
- If the design is a jeht, they generally have red, black, white, or dark purple skin. Some are shape shifters and can look like humans with extremely pale skin tones. They usually have abilities derived from their physical physique, which is of immense strength and speed, and have natural abilities that deal with the elements of light, darkness, fire, water, ice, earth, and wind.
- Mystical creature anything goes.
- You agree that you are age of consent in your country, or have permission from an adult to give out your address and receive a prize from us.
- You can submit as many designs as you like
- You do not need to be a great artist as we will be judging the contest based on creativity in the design, story, and powers/abilities.
- If it's anthropomorphic, please don't use nudity. It will not be chosen.
- We reserve the right to change the rules as we see fit if necessary.
- Ask any questions on facebook (https://www.facebook.com/DemonsRevenge), twitter (https://twitter.com/_DemonsRevenge_), or our website, DemonsRevenge.com (http://DemonsRevenge.com).
really unique game! i like it
Thank you :D
Did you get stuck anywhere in the demo? We've put in a few secrets to discover too and they are pretty well hidden (I think). Maybe you can find them :evil:
Big Plans For March
So we are ending our February and coming into what could be our biggest event since our Kickstarter campaign. We are on a schedule of releasing our playable demo by the third week of March. We want to give you guys a little incite of what the demo will contain and how things have changed since our campaign up until now.
The demo will be about an hour long depending on how you play it. It will be more or less an intro into the actual story and feature our main character. When we release the demo we are really going to be looking for some strong feedback, everything will be upgraded and we feel we can not make a great experience without your input. Our goal is to make a really great game, we want the game to do well commercially and critically.
We have had some issues with the voice work for some of the characters in the demo. Most of that was due to some of the voices we rushed and acquired shortly before its release. Now we are going with our core and strongest group of voice actors for the next showcase. That would include Jalen K. Cassell, the voice of Jagen , Cecilia Yus, who will voice Mioni and hopefully Amira, Echo Viridian as Sinara, and our newly acquired voice actress Danielle Mcrae who will be the new voice of Sen.
We are wrapping up this month with a lot of great news and content. I have been working on Jagen again and I have been making his sprite look more like the image that Ricky has drawn. I have added more detail to his armor and upgraded his gauntlet to look more like Ricky's detailed work.
Using this design I have been implementing it into Jagen's combo animations and I really like how they look opposed to what they were before. This new version will be featured in the demo, so he will definitely have to look the best he can look.
I have also been working on some animations dealing with the character sprites such as climbing, jumping, bending down, and stance. Here is a small example of Sen's in game map sprite.
We have enlisted some more on on tile sets over the past couple of weeks and the production has been fantastic! We have had some really talented people come along and the work they have produced along with our contracted spriter is amazing you are really going to enjoy what we have to offer as far as landscapes go.
I firmly believe that we should have one of the best soundtracks for an indie game this year. Mark continues to impress with his remakes of our older tracks. Jagen's new battle theme may be one of the the best tracks he's made so far. I personally think Jagen has all of the best music associated with him. I can not wait to hear you guys' opinions on it.
The Full Game
We have plans to release the game in the near two to three months. That being said, I want to clarify what this game will feature and what may be left out as far as the first chapter goes. As you all should know, this game is going to be chapter 1 of a full length RPG experience. We aim to make the chapters at least between 14 and 17 hours. We have 3 playable characters, 8 areas in 4 locations, and a few secret ones too, all in the first chapter.
What we may or may not be leaving out is an additional playable character and 3 more areas which would just take a little bit more time but could be added to the next chapter.We shall find out what we could do with that by the end of March.
-Tyrell and Whitney White
Good to see an update--I forgot about this. Graphics still looking really nice. I'll be sure to keep my eye out on the demo and give constructive feedback.
Best of luck ;)
We are coming very close to releasing the demo, we have worked very hard pushing each other and arguing with each other to make sure everything fits our combined vision. We feel that we have something that everyone will really have fun with. This month has been very exciting and we are eager to get feedback on everything that we have. Be prepared to lend us your unbiased opinion and let us know how you feel about everything when it comes out.
We are first going to be streaming the demo on hitbox with the Average Giants on Monday the 23rd at 9PM EST. Come see us get some direct criticism and see what Indie Game Magazine has to say about our game. If you guys can come and lend us the support, we would really appreciate it. It is always a fun stream and both Nicks are really cool people and usually very nice.
Battle Background animation (http://vid105.photobucket.com/albums/m219/trexrell/DemonsRevenge/Preview_zpslqhckovr.mp4)
One of the cool things that we are bringing to the table and that gives the battle backgrounds a bit more depth is adding some really solid animation. We have managed to get our animator, Chris Lewin, back on the job and he has produced some really solid results check it out!
Ricky is at it again and he has done some really cool art work. He's interpreting our vision from my less than stellar story boards. He started working on the intros of the three main characters and so far, just looking at the first frame it is going to be epic!
How I feel about our project right now
We have learned a few things through these past few months about our game and what we really want to provide the players with. I think one of the most important things that we wanted to do as a developer is come up with something that is fun, engaging, and interesting. Then I believe somewhere beyond those lines we feel that we have a bit of a mature audience and we wanted to do something that would have meaning and a bit of social commentary without taking itself too seriously. At this point the game has sort of taken on its own identity and it is sort of developing into something that we would have never seen coming, it has matured into its own individual thing and like a parent to it's children we are very proud of it. Our game is dark and a bit grim at times and we feel like we really can not help it. We think our game is perfect the way we are writing it and we really hope you all feel like it is too. I hope that our central message is interpreted properly and everyone is able to find enjoyment with something we put all our heart into.
To give just a little more insight into how we operate and what we are thinking when we are working on the game, we never had a sense that we want people to think of this game as something from their past like nostalgia, nor did we want to recreate the wheel. We have played and have been big fans of RPGs and games in general. Our first priority has been to balance every part of the game and I feel when one part of the game starts to look, sound, or even feel a bit better than the other, there is a tiny voice in the back of my mind that is letting me know that the other things just have to measure up. I think to myself how could this part be just as good and that is the tough part about making this game with all the great artists, musicians and minds working on this project. We want so badly for everything to come together.
-Tyrell and Whitney White
I rarely, if ever, even bother to download a demo of games posted on these type of sites, but honestly, I think I am going to make an exception for this one. Keep up the good work. Very professional looking so far.
Quote from: ForeverZer0 on March 16, 2015, 04:36:56 pm
I rarely, if ever, even bother to download a demo of games posted on these type of sites, but honestly, I think I am going to make an exception for this one. Keep up the good work. Very professional looking so far.
Thanks a lot, the demo on our website is pretty old the new one coming out in a week is going to leave that one very obsolete.
Hey everyone, we have been pretty quiet over the last couple of weeks mostly because we are working towards a predetermined goal. We have been hammering at our demo for the last couple of weeks due to a stream that made us work twice as hard on our game due to some of the missteps that we saw within in it. The good thing is that we have a pretty good demo and we are going to distribute it to our backer beta testers soon.
We have had some pretty solid work done by Ricky over that time. He has been working on some of the character intros as well as the world map and hopefully we'll see the complete versions soon. He has already done an excellent job as always
Battle System Status
We have just a few more things to implement and test with our battle system, although it is almost ready to distribute and test for our backers we still have much more that we need to do as far as visuals and bug fixes.
We are pretty excited about the combos and the combo finishers. They add some real variety and excitement in the battle system, enough to hold your attention. As you go further into the game you will be able to unlock, upgrade and perform more combos to help keep you engaged and having fun throughout your gameplay.
Interactive objects are something that is in the game but we have yet to implement it. This is something else that will add a little more depth and variety in our system. As we have been playing our current build we realize that this could be used to make boss battles a little more strategic and add some variety in the ways you can defeat your enemies.
- Thanks again, Tyrell and Whitney White
Your project seems to have a giant scope. This is really well done and gameplay wise it's engaging. I'm impressed!!
Official 1st trailer. Featuring the voice of professional voice actor and voice of honest trailers, Jon Baily. Coming to Steam August 20th
Here is our updated trailer releasing August 20th on steam. Also we will be attending Pax Prime in August as part of the Indiemegabooth.
Dayum, this trailer looks better than some AAA games'. xD
Wow looking epic !