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Announcement

One last update on Deprimerie.

Hoo boy. It's been a while since I wrote a blog for this, so I'm going to cover as many grounds as I can with this one.

Let's address the big one first. Development on Deprimerie: STORM of the Future has slowly been slowing down ever since January, and it's at the point where I work on it maybe once a month if I can bring myself to. After finishing the freeware version of Deprimerie, I wanted to make a version of the game where I'd just stuff as many things as I could into it, and in trying to do that, I over-exerted myself. The reason I was even able to finish Deprimerie's original release is because it, from the very beginning, was planned to be a 5-6 hour game at the very most. But my vision for SotF was probably going to end up being closer to 10-12 hours, if you did all the things I stuffed into it. It wasn't fun working on so many different things in the same project, as opposed to making the original, fairly linear storyline from the freeware version. So, I put it lower on my priority list to focus on developing Spiral Flame, my current main project, as well as I could. And it went well. Spiral Flame's first chapter was fully completed just recently and is up for download. But what did this mean for Deprimerie: STORM of the Future?

Well, I took a good, hard, look at it. And I came to the realization of something: this didn't feel like the game I wanted to make anymore. Deprimerie will always be close to my heart as my first full game, and I sort of felt like releasing Deprimerie: STORM of the Future would be doing a disservice to the original vision I had for the game throughout it's entire development.

So, it's with a heavy heart that I must officially announce: STORM of the Future will not be released. It's being cancelled. I'm sorry for getting your hopes up, but I can't bring myself to work on this anymore. It's not enjoyable for me, and I want to make games people can enjoy playing, but I can also enjoy making.

Now, onto the less negative news. In light of this, I've decided to give the Deprimerie soundtrack a permanent price drop, as well as a temporary "pay-what-you-want" price! For the next short while, the soundtrack will be PWYW, so now's your chance to pick it up! But even after that, it'll remain at $2.

As well, in case you were unaware, I've been working on a much larger project, called Spiral Flame, which you can check out at https://rpgmaker.net/manage_games/11020/! It's been a blast making it so far, and there's a sizable demo released that's nearly as long as Deprimerie itself! I learned a lot in making Deprimerie, so I'm going to put everything I can into my future projects.

Also, I've decided to delist my Patreon page. Nobody was pledging and as I went on I started to like the idea of a paid reward system less and less.

Thank you for your support! I hope you enjoy what I have in store for all of you.

Announcement

Patreon Update

Oh, yeah. I forgot to announce it here:
I NOW HAVE A PATREON PAGE!

Every two weeks I will give a large update on the development of my two main projects (one of them being STORM of the Future), so if you've got $2 spare lying around and don't know what to do with it, please consider pledging! It'd make this dev extremely happy.

The Patreon page is here.

Progress Report

STORM of the Future Progress Update: Chugging Along Smoothly!

Wow, it's been a while since I've updated here, huh? Sorry about that.
Believe it or not, I'm still working on this! It's still goin' along smoothly!

To give an indicator of this, here's a handy little progress chart.


As you can see, I've mostly prioritized the rebalancing of the game over everything else first. I felt like there are a few problems with the balancing in the freeware version of the game, so I've decided to change things a bit in STORM of the Future.

After that, there's the Bonus Dungeons. SOTF will have two bonus dungeons, one that can be found during the main game, and one for postgame only. These have not been started on yet, as they're at the back of my priority list for work on the game.

The Boss Gauntlet is mostly complete, right now it's mostly just testing the boss fights and making sure they're hard enough.

I've barely started on the Epilogue, but you will be able to return to the world of Deprimerie after completing the main game, especially since there are a few postgame quests and that optional dungeon, as well as the Boss Gauntlet.

The Final Boss will be getting an upgrade from what exists currently, and a few new Bad Endings will be implemented for those who fail to seek out the Dream Fragments. Also new is an item that will tell you where you can find the Dream Fragments, if you're having trouble.

Lastly, the update for Out There Somewhere. I'm still on the fence about this, and I'm not sure if it'll end up being in STORM of the Future's final release. I'm still working on it on the side, but it's definitely low on the list.

I'm definitely still working on this, and I'm still aiming for a possible May release for STORM of the Future. Please look forward to what's to come!

-Starspire

Announcement

STORM of the Soundtrack!

The official soundtrack for Deprimerie is out! Now you too can jam to those beats while doing mundane tasks in your everyday lives.

The soundtrack right now is going for $4 CAD. You can pick it up at my bandcamp page right here!

And also... I have another big announcement.

(mirrored post from the itch.io page)

Hello! Starspire here, with another update! I've been a bit hush-hush about the game since launching it (at least, on RPGMaker.net and here on itch.io), but I'm here to day to announce something big!

Presenting: Deprimerie - STORM OF THE FUTURE! A full update to the game that adds many new things and will be available for around $5 early 2019!

So, to make the game worth paying actual money for, I'm introducing not only many new changes to the core game, but a completely redone version of Deprimerie's prequel, titled Out There Somewhere! The updates to OTS will include a completely new area cut from the original game, redone plot, a completely reoptimized battle system, and many, many more changes!

Deprimerie and Out There Somewhere are games I've really cared about ever since creating them, and I aim to flesh out the story the two games tell as much as possible, which is why these upgraded versions of Deprimerie and OTS will be available in the bundle "STORM OF THE FUTURE" on the itch.io page Early 2019.

For a full list of what's to come, scroll down!

New in Deprimerie:
-Two bonus dungeons in New Game+: explore Century Labs and the Neon Skyscraper!
-Three brand-new bosses!
-A 15-30 minute short sidestory detailing the events leading from Out There Somewhere to Deprimerie!
-A new side character arc and a new optional party member!
-A postgame mode where you can explore the basic vacinity of Starlight Town after the True Ending!
-A brand new elemental affinity: Wind!
-Improvements to the game's balancing!
-Improvements to the Normal Ending of the game, as well as an all-new bad ending!
And more...

New in Out There Somewhere:
-Redone graphics!
-A completely new area, Aurora, that was originally cut from the game!
-Redone battle programming!
-An Active-Battle system similair to Final Fantasy VI or any RPG Maker 2003 game!
-Redone character designs!
-A new ending!
-A completely redone True Ending!
-Changes to the plot to make it more in line with Deprimerie and the short sidestory!
-Redesigned areas to feel cozier and less labyrinthian!

I hope you'll stay tuned as I give updates on the game and it's progress in development!

Keep dreaming,
Starspire

Also, remember that you can join the Deprimerie Discord Server if you so wish. The link is https://discord.gg/urAwQGQ!

Progress Report

The game is out!

Deprimerie is finally out! You can download it by clicking the big Download button at the top of the page.

Progress Report

Update 5: Testing Almost Done!

Testing is almost done for the game and the true final dungeon has begun development! After finishing the true ending I thought I could expand it more than just some differing dialogue and really make it worth it to collect the eight dream fragments. Also new is making some of the Dream Fragment locations a bit more obvious so that it's not out of your way to find them.

I'm aiming for a late August release!

Progress Report

Update 4: Chapter 5 Progress

Chapter 5 has been started! Progress has been started on the first area, which will be a sort of base camp for the exploration of the chasm area that Chapter 5 mostly takes place in. All testing up to Chapter 4's end has been done and is fully playable. I'll have to do some polishing of the game before release, but I'm going to finish Chapter 5 before I do that. I met most of my goals that I set at the beginning of last month, which included to finish testing, update some item and skill descriptions, and begin Chapter 5 development.

I've been spending more and more time exercising outside of development, which I've found increases my ability to come up with ideas for the ending of the game. I've got the major plot twists written down and ready for implementation, so that's good. At times I've been distracted and wanted to work on other projects, but I've already decided I'm committed to finishing this project.

I'll be posting more updates as Chapter 5 development continues.

Progress Report

Update 3: RPG Maker 2000!

Shortly after writing the blog update regarding Chapter 4 being done, I began to grow very dissatisfied with the RPG Maker 2003 battle system. I decided that I would transfer the game back to RPG Maker 2000, which was the original engine I had chosen. This would mean I would have to simplify some of the menus, because of the fact that RPG Maker 2000 is missing some of the picture commands that RPG Maker 2003 has. Another thing that I had to accommodate was the Levelling system. While the version in RPG Maker 2003 was designed to end the game around Level 65-70, RPG Maker 2000 doesn't let a character exceed at the very most Level 50. This means some things had to be reworked, such as enemy and boss stats, skill levels, and more.

I've also been working on giving some of the graphics a bit of an upgrade.

Another thing that's been on the backburner of my mind is a sort of Level system regarding Story Mode. I've implemented Everlong-styled Level Resetters when playing Story Mode to avoid having to do common encounters, and I honestly really like it this way.

I've been balancing time management. I recently discovered that if I go outside or get some exercise before working on the game that I have a better concentration while working on it, which is helpful. I'm still trying to get this game out sometime this summer, so keep on the lookout for that!

See you next month,
-starspire

Progress Report

Update 2: Chapter 4!

I've now completed Chapter 4! Chapter 5 is going to most likely be the second shortest chapter behind Chapter 2, so I'm still aiming for the summer 2018 goal of completion!

I do feel the game will need some polishing done before the release. Some parts of the game are still buggy and some skills and items do the wrong things.

Progress Report

Update 1: Redesigning Stat Systems (as usual)

So, I'm entering March, and I still don't have the stat system done to my liking yet, so I'm giving that one last redo.

You now level up much faster, and you'll be about Level 55-70 by the end of the game.

Also, the Instant Messenger system is up and running! Now you can text all your friends, and, most importantly, buy pizza!



I've also been working on Skills. You'll be able to buy a number of skills for a certain character in Chapter 4, so be on the lookout for that system coming!

I'm not sure if I'll ever release a demo of this game; might just wait till the full version.
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