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Progress Report

That's odd...there seems to be more sporadic updates that the usual sporadic updates...

I mean, I might be working on the game, updated the game description, moved it to the latest engine, implemented on map run and gun mechanics, input what needs to be done into google drive/trello, sketched up a whole bunch of new references and whatnot but i might also be hallucinating

i just want to also point out that a) cosplay crisis was always about a virus, b) this game was always about a virus, c) it is an unfortunate turn of events that now i am finally in a position to make my games that a virus happens to be rampant

i'm not changing the plot

here's kumo with a gun

Progress Report

Change Log 22/07/2015

I've been working on this on and off for a while (as you can see from my infrequent image updates) so I thought I'd do a formal blog about it!

Right now, most of my work has been graphical updates and getting the game to what I wanted it to look like rather than the slapdash I had to settle with in the original demo.




I've also changed how dialogue is displayed, and made it more in line of my idea with the characters having face-on communicators. Cutscenes between characters using their communicators will feature larger portraits, but for now:



In addition, I've worked on the skillsets for the characters. Right now, Kumo serves as a makeshift paladin role, most of his skills in line with covering his allies and healing them if necessary. He also picks up skills reflective of the party members accompanying him. Aside from him, there are two mage-archetype characters, and two striker type. Levi is the first mage type, with a focus on blood magic. Battles in Episode 0 are in the process of being updated to reflect these skillset changes.



Once Kumo and Levi's battlers are finalized, the next thing is the GUI. While the message system's been changed the menu needs reconfiguring. I have the Luna Engine already installed in ReCrisis, I just need to actually do the design work for it and begin implementation. The battle HUD also needs some updates in regards to target selection and skill order.

Content wise, the whole factory area has been lightened up, and you now need to turn on the lights before the security mechs will actually attack you.


Overworld sprites have been updated too!

Beyond the first few offices areas, Episode 0 will divert to a different part of facility and end differently to the original, in order to give a bit more exposition on Kumo and Levi's abilities. Essentially, the question of why two nineteen-year-olds are considered good at their jobs will be revealed, and it's not what you think.

It will also involve additional mechanics regarding Kumo's abilities. I really want to make sure that there's no narrative/mechanic dissonance.

Lastly, I've been taking advantage of my Humble Game Making Bundle purchase and updating some of the music. I wasn't satisfied with the battle themes, so they've been replaced, and there's a new track for the inner facility as well.

On the whole, I really feel like it's coming together. This is, after all, meant to be reflective of my progress as a developer as well as being a cohesive and fun game, and comparing it to the original title, the evidence speaks for itself.

On another note: I've been trying to think of a better title. I wouldn't mind keeping the 'Re' but I don't feel like the current moniker is inventive enough.

Additionally, I'm trying to think of a name of an important race of people. Right now I'm tempted to go with Elomryn, but if anyone has anything better I'm all ears!

Announcement

Updated Download (of course)

So apparently I missed a few files when I attempted to make the game RTP independant before the end of the Revive the Dead event.

The Episode 0 - Independant file does not require RTP and should function fine and dandy on its own. It is a tiny bit bigger as a result, but I've also eliminated a hard-to-catch bug regarding the Brotherhood skill.

I'll be adding a page for Revive the Dead specific feedback if you have any! While for the most part the Episode itself is complete because of my injury it is missing graphics, so eventually I will be updating the download to finalize 0.

I'm currently doing game outlining and the graphics for 0. So far I'm looking at about 5 episodes of about 1-2 hours each. Possibly less because of how much crap is being cut from the original plot, however ReCrisis extends beyond the original game's ending in order to tie up properly with ReEvolution.

For now have Kumo being a dunce:

Progress Report

TEN THOUSAND FEET

context


So, first blog for ReCrisis! Right now the game is currently in testing stages/final polish for the demo. It's about twenty minutes from start to finish depending on how long you take through areas, which isn't bad given I started this event late + school + fractured elbow.

As such it is lacking what I would've liked it to have- aka the game is intended to eventually have animated battlers like its original incarnation and doesn't because fucked arm = no drawing or pixelling. I've only just really started getting functional use back.

If you want the exact details you can ask but this is a game dev blog so

Anyway, if you look at Cosplay Crisis's page the displayed blogpost is, indeed, one where I say I am never making a sequel. This has been a lie for a long time now (ReEvolution was decided as a CC sequel before the NaGaDeMo was released-- hell, Kumo is a boss. )

I got asked a few times to elaborate on ReEvolution's lore, and I though I didn't verbalize it, it was because all of ReEvo's is built on the non-FF lore that was in Cosplay Crisis. It was under a tonne of crap, but it was there.

ReCrisis effectively removes that crap, and will operate as a proper prequel and lore establishing game for the universe that both it and ReEvo take place in. I'm wasting no time getting to the ins and outs of this world and how it's different from ours. What you'll see in the demo is just a small slice.

I'd also like to add that there are no new characters in ReCrisis at this point. Everyone you encounter in this demo was in Cosplay Crisis, even if they looked different.

That's about all I feel I can discuss before I actually release- I look forward to giving you guys the first taste of ReCrisis and just how much this story has evolved since Cosplay Crisis days my humour still sucks ass but eh
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