June News and Progress

Hello everyone,

It has been sometime since our last update, but we bring a bunch of progress and news. We have been slowed down a bit because of some recent commission work, most notably for a project called Revere: A Story Of The End.” During our time working on Demon’s Revenge, we acquired some skills that we have put forward to helping us financially. We put a lot of our own resources into this project and we have high expectations on the final product. We are going to take some time in this update to let you know what we are up to as well as why this is taking so darn long.

We were recently apart of the game developers of color event in Harlem last Saturday. We showcased the older version of the game and got some great feedback. The event was very successful to us as we made some great connections with press and other industry professionals.

Over the last couple of months we have had some great progress with the game. We feel our over all presentation has improved. We have made improvements to the way the story flows and we have solidified combat to make it more balanced.

 

We are just about complete with the latest character portraits, Sinara and Dr. Krinwar. These portraits are really important. They portray the characters personalities in a way the pixel animations may have a hard time doing.

There are some new required animations mainly for the humanoid characters. Since the riposte and other skills or attacks can cause a lift in the character, we have decided to add hit up and fall poses. It adds more fluidity to the system and makes it more dynamic.There has also been more battle animations such as ground hits, running dust and swing effects to make the hits and animations look more exciting.

[soundcloud]https://soundcloud.com/daveybriterpg/celestial-tear-demons-revenge-sens-battle-theme[/soundcloud]

[soundcloud]https://soundcloud.com/daveybriterpg/celestial-tear-demons-revenge-azs-theme[/soundcloud]

We have acquired a new team member, a musician called DaveyBriteRPG. He will be taking over in the BGM department. He’s already composed 10 new tracks for the game including, but not limited to, Sen’s new battle and main theme, Az and Lord Zorpel’s theme, and a few location tracks. We showcased some of it at the expo and it was one of the main highlights of our showcase. He has been a great addition to our project and he has done a fantastic job with the music he has done so far.

We are in the process of making more GUI options. Since the player is going to be spending a lot of time in the menus, we felt that we should offer options if the player does not like the current version or just would prefer a change in the theme.

Battle System

In the coming weeks, we are going to be releasing the battle showcase. In the showcase, we will be exhibiting many of the features we have for the battle system. There has been some new features that we have added recently and general polishing that we have to address. When that is done, we will be ready to show it publicly.

Once an enemy is scanned you can now access their hp as well as their status on the field by hovering over them. You also have access to all party members’ information when you hover allies too.

We have added a new victory scene with a new MVP feature. The MVP system allocates the most valuable player in your party and then randomly issues a bonus to your team or the MVP. We thought this would be a fun way to track your parties effectiveness and give a fun incentive for after battle. It’s currently not properly skinned/beautified, but we wanted to show it off anyway 😀

AI

The AI has become a centralized function of the game. Our battle system features objects and visibility variables so having the computer controlled enemies react to these scenarios is very important to the integrity of the system. There are times that the AI needs to hide and attack objects and make decisions based on where it is relative to the player. We want to offer a full and complete experience and having this system functional is extremely important. Although we have been looking to get this done awhile now, this is a relatively new feature that we have not yet tested to its full functionality.

Releasing The Current Build

We have been avoiding announcing a release date for this project. With our added work load on other projects to support this one, and the amount of time we are going to need to promote this, the game will not release until early 2018. We are aiming for February. Due to testing and our marketing schedule, this is the most foreseeable time that we can do this.

If you have ANY questions, please let us know! We look forward from hearing back from you.

Thanks for taking a look at our update we should be back with the battle showcase very soon.

– Whitney & Tyrell White

Like this article?

Share on Facebook
Share on Twitter
Reddit
WhatsApp

Leave a comment

×

Cart

stay informed!

Subscribe to receive new content as soon as it’s released!