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Game Design

So.

During my hiatus I thought about this game. A lot. I have had plans for a revamp for a while but haven't gotten around to it, and it's currently staying that way-- Blood Rose is on an indefinite hiatus since ReEvolution and SLH are still priorities.

However I can still announce that I am doing several things:

  • Complete plot revamp, same basic idea but with more solidarity.

  • Graphic and system overhaul-- original graphics, I still have to discuss the battle system but it will have reliance on utilizing each and every character's strengths and weaknesses

  • Cast Overhaul-- the biggest thing here. Four brand new characters are being introduced and one is being kicked out of the cast and replaced. This brings Blood Rose's cast total to eight members, however only four of those participate in the final dungeon.

  • World Expansion/Overhaul of Game Flow: the original design had the final dungeon area as the only area and the concept didn't work too well, draining most of my inspiration and leaving me unmotivated. The overhaul will have new environments and a different way of telling the story that WAS touched upon in Brethren mode but will be expanded in the new upgrades.


So, tl;dr: still on hiatus, but the game's being overhauled.

Miscellaneous

BUNNY DREW A BUTT OF THE BROTHER OF MY FANGIRLING TARGET

and that's all for today.

welp.

Actually, I've been trying to get BR's skill list sorted out. Basic elemental skills are done, but the same can't be said for everything else...I've been cutting down, trying to figure out where the bloat was, trying to fathom how to make the character's class more obvious to the player.
I've added in a bit of eventing so once I get skills done I can start making enemies and testing proper.

Since this blogpost sucks and I want to be more proactive in how I approach my gamepages...


(btw, resulted in this:

not really. A frying pan did do it though! XXXXD)

Game Design

Tired

I had homework I needed to finish up and I've been helping out the wonderful Nessiah (you can thank her for idea of ukeFionn btw XD...not that I really mind). But I did do some work today. I'm trying to compile skill lists so I can get to setting up battles/skill trees. Normally I'd be a bit more flamboyant about all this, but Blood Rose has this:

-Rapid Cast (takes less time for the next turn) Tag: RC
-Multi-Hit (Hits multiple enemies, can be random, x number of hits, various targets) RMH
-Slow Cast (opposite of Rapid Cast, takes longer to charge) SC
-All (hits both enemies and characters) ALL
-Critical (hits enemy for maximum damage attainable for the user) CRIT
-Exhaustive (drains HP as well as MP for use) EXS
-All MP (uses the MP of all party members)


Right now the only ones I haven't figured out how to configure in Melody are AllMP and Critical (because I don't know how to tag a skill to always deal Critical damage). These effects not only add more strategy to Blood Rose but balance out some skills. For example Emile's Frozen Terror is a decent skill in general, but because Emile isn't the best magic caster and the skill derives from 70% Magic and 30% attack for its damage calculation, even with its status effect properties it's not going to be as effective as Cold Sword (the previous skill in the tier). However it's also Random Multi-Hit, so if you use it against a heat-weak enemy group it'll be effective, but against singular enemies you'll want to use Cold Sword.

My goal with majority of BR's skills was to make them effective at all times. So Skills learnt early in the skillsets (such as Emile's {I will admit to knowing Emile's skillset better than everyone else's.} Betrayal skill(lowers ATK) can be used on majority of enemies and bosses right up to the final battle. Gaining new skills is to deal with new situations and figuring out the best way to approach them.

Anyway, I do have several skill lists done which are

-Magick Attacks (excluding Holy and Corrupt tiers)
-Restorative
-Basic Buffs
-Basic Debuffs
-Elemental Attacks (excluding Holy and Corrupt tiers)

I still need:
-Holy and Corrupt tiers (duh)
-3 more basic skills for each character
-Miscellaneous skills (such as Purify and Confession {remove debuffs/buffs respectively}

Anyway, I need to sleep now. School tomorrow, but then the weekend and hopefully lots of productivity!

Fun Fact: As of right now, no skill in Blood Rose has 'Attack' in the name. Not even the default attacks. *feels proud and kinda hipster*
Attack is too mainstream!

Progress Report

Working hard rather than hardly working~

You might've noticed a few more images being added today and I'm also blogging. The reason for that is Blood Rose is now playable all the way up to actually reaching the Tower, which basically means the entire intro is done (normal route, at least). Yay! From this point onwards cutscenes begin to get more sporadic, so working on them in chunks is going to be easier on me.

I still need to fill out the character's skill lists properly. I started but I lost the data (boo~!) so I have to go back and do them again. I've also made some progress on the Alchemy mix list. It's actually really huge, the main reason being that I want players to have massively varying inventories by the end of the game. Lots of items will have a similar purpose and function, it's just up to you to create what's best for the situation and what you feel most comfortable with.

Just for the record:
Rosalin: all-rounder
Emile: tank
Sidian: glass cannon
Gabby: support

Sidian can do 3x the amount of damage in one round compared to other characters when just attacking. This is balanced by the fact that he dies. A lot.

Progress Report

More Stuff!

A big thankyou to my 40 subscribers! I don't feel as guilty about these ones as I do about CC's, since I feel those ones are undeserving because of the...crap aspect.

Anyway, portraitsportraitsportraits. I have been very busy with uni and what not, trying to get stuff done. For example, the other day I had to give a presentation...and I didn't remember about it until 2am the morning I had to do it.
Thankfully I'm badass at presentations! (~-3-)~

Anyway still trying to get Sidian done...but the main cast of BR's portraits are done! Though I'm tempted to redraw Rosalin.

I have a few more (i.e- three) characters to go, Rosalin's emotions and human!Fionn's emotionset (his other one is finished). Emile's special emotions are mainly done, but I might end up adding more depending on how things pan out.
Sidian's faceset is still being a pain.
I haven't done much gameplay wise due to lack of time management...I've been getting stuff done but not core stuff. Secret gam is still biting on my heels and inspiration for both it and BR is random and often fleeting. Plus I spent something like six hours on a concept art for secret gam today and it still isn't finished...

This blog is kinda turning ranty so I'll just post some of the portraits and be done with it :)

ukeFionn

human!Fionn

Rosalin

wat


And before anyone comments- ROSALIN IS NOT A DELICATE WOMAN. SHE CAN AND WILL PUNCH YOU IN THE FACE VERY HARD.

She also likes to keep her shirt open because she's unfortunately well-endowed and she heats up really quick otherwise~
PRATICAL (NOT) BOOBAGE GO

Progress Report

Stuff

RMVX was an ass the other day and my databasing didn't save, so I'll have to redo that...sometime. I'm working on secret gam for now.

In the meantime have some (wip- still need a bit of editing) portraits! Yay :3





EDIT: Forgot to mention. Normal route's script is finished and I have a few more scenes left to write for Brethren route (not the ending- that's done).

Progress Report

Progress

To begin with:



I think the previous version was...February 2011? About a year ago I think. I wasn't working actively on BR then- plus, I've had some really major breakthroughs with my pixel art since then.

Look at that fat ass. LOOK AT HIM. Now look at my new version :>

(I know the hair on the first is probably better- I'm thinking of switching).

So, what have I been doing? Well, I encountered a fairly troublesome roadblock in the form of where enemies appeared on the screen. I finally, FINALLY, found out how to change this (the answer lied in Battle Engine Melody! what a surprise ._.) so full steam ahead with enemies! I've also pretty much finished the mapping for Floor 1, and have picked out the boss graphic. I still have the intro scenes to do and make sure everything's working right.

I might have mentioned this before, but I've implemented a New Game+ mode known as 'Brethren Route' or the 'Black Rose Route'. This version of the game is unlocked after one full through playthrough and changes the game slightly. You have the same items from the previous playthrough, but reset levels. Enemies are stronger in Brethren, and the game is played with Emile as the player character instead of Rosalin. Rosalin's route only covers half the story- Brethren adds story points that couldn't be covered in the original route because of spoilers. Brethren assumes you know how Blood Rose ends, so it doesn't hold back with spoilerific content earlier in the game. It also has a new introduction sequence, with how Emile arrived in Valence to begin with.

So, with physical progress, I have 3 out of ??? (I'm not telling you this) of the character busts done (Rosalin's the one missing from the playable cast). I also have three sprites done, but I'm making good progress on Sidian because he's tiny and easy to sprite hahahahaha *flailed*

Now everyone remembers my mentioning of how Sidian can mix items? Right? RIGHT?! It was in something like, the first blog post. SO HE WAS MEANT TO BE MIXING ITEMS FROM THE VERY BEGINNING, OK?!

Well...thinking about it Medics don't really do that do they? And though I am almost loathe to do this, the closest term to what Sidian does would be alchemy. And not just the mixing items. Sidian is in pursuit of an elixir of sorts...just not the immortal kind. Unfortunately I was unable to find a script that allowed mixing during battles, so now it's menu based. There are no shops and no money in Blood Rose, so your source of items is completely reliant on a) being SMART about it and b) Relying on Sidian's abilities. Enemies drop loot and you start out with several healing items, so being crafty is what counts. There are 'resting places' that fully restore HP/MP, so monitoring enemy drops, which combinations work, and what items are easy to make will be one of the keys to survival.

There's one last thing I want to cover in this blogpost and it's the concept of 'Purpose'. Not on a big philosophical spiel but what role it plays within the Blood Rose universe not as a concept but more of an object.
Naturally human beings do not have access to magick. Normal people don't run around casting spells at each other. It takes something people refer to as Purpose. When a person becomes fiercely attached to a goal of some sort, the person may unlock magick from deep within them to help them fulfil that purpose. It all occurs naturally, but people with purpose are generally respected since it actually happens quite rarely. Other beings are capable of magick- faeries are capable of illusions and dream-inducing, and vampires have a special brand of magick of their own that is mostly dark-based. Werewolves are not, but if they gained purpose before being turned, they will retain magick.
Magick does not disappear once a purpose is fulfiled, but it may fade.
Blood Rose's cast as a whole is capable of magick. Most people don't like disclosing their purpose as they're very personal and close to the heart, which is the cast with most of the members.

To finish up, have a Gabby and some music because I like ending a blog post with music.



Progress Report

Returning to a project is a pain in the arse...

For the record, I wasn't working on this for a long time. Like, a really long time. It was on the back-burner for CC. Anyway, CC is done, so I'm returning to the project. Seeking new inspiration, working hard, etc.

Being a vampire story, Castlevania is the obvious choice. I dominantly write vampire literature when I'm working on something, so it's natually appealing to me. The concepts and ideas, in fact, tend to run on the same pathway...


Never seen this guy before the 14th of February, 2012. Not even kidding.

Not to mention the particularly plot of a certain DS CV being eeriely similar to a concept I had for a (non-blood rose verse) related story called Despite Destiny. The title alone is enough to imply which one I'm talking about.

Anyway, I've gone through my concepts today, did some searching and whatnot, and decided that Gabby's hair needed to be changed. The green was so out of place that there was quite simply no other option. She's the only character in the entire universe that the game takes place in to have an unnatural hair colour. Emile's eyes could have applied to this concept, but Emile's eyes are part of Blood Rose's plot.
Speaking of Emile...



I've started on busts. For this purpose, Rosalin and Sidian's designs are getting slight tweaks. And I may or may not be doing Sidian's sleeves the same way as Albus up there (I like the sleeves ok!?! ;3; it's not like the designs are exactly the same!)

I've also got plans for the antagonist, who has been a roughly sketched out wisp in my mind for some time. Nessy might not know it, but you have her to thank for that~!

Anyway, to finish up this blogpost, have some eerily appropriately titled music!

Miscellaneous

Back on the Vampire train of doooooooooommm

Currently kinda working my ass off to get this game out of the way so I can focus on other projects. More importantly this blog is to announce:

The game is plot heavy.

And I am no longer animating the battle sprites and switching to front view. This is to reduce my work load (SIGNIFICANTLY) so I have more energy to spend working on maps and getting battles right. This doesn't mean I'm not doing any graphic work at all- I'm just more or less switching over to drawing instead. Which although I am worse at it will take me several hours less time (since I'm only doing on default pose...and I might do emotions).

I've almost finished the HUD, notably. I'll have some screenshots up of that soon. You know what a vampire game needs? Red. Lots and lots of macabre red.
Maybe some purple too.

Miscellaneous

Redesigning part 2




if I have to make another blog about genders Imma shoot something


Yes, I fail at full body shots! Yes, I fail at gender definition! I AM WORKING ON IT. GO AWAY.

Anyway new slightly more realistic style. Because I was getting pissed off at anime noses earlier today. The style I'll be painting them in will hopefully be similar to the Baroque period or Castlevania. Obviously no where near as good (BECAUSE I CLEARLY SUCK) but as good as I can do.

Because of the HDD crash I did lose most BR work, however I still have a number of the sprites and graphics laying around and because I decided to continue with Mack's tiles it shouldn't be too difficult to remap everything.

Most work was in the design document, which I didn't lose! Go figure.
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