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Miscellaneous

Preview: New Quests Description

The story of some quests has been reworked for a variety of reasons. Here's the new quest descriptions:

The Plague of Edlas
A terrible plague is ruining the life of the villagers of Edlas. As all hope seems lost, Derek must secretly resort to call magicians for help, despite the orders of the Church.

The Priestess' Fate
Priestesses always disappear after the Purification Ritual. A guard worry about the fate of Sarah and is desperate for help.

The One Necklace
A magician stole Vaty's precious crafting pearl. He needs the help of someone to retrieve him as it the key component of a ceremonial necklace he must make.

Royal Bloodline
Vanelia found the journal of a vampire who claims that time has been rewritten. She believes that is individual may pose a threat to Upirkly and need someone to investigate the situation.

Shadow of the Past
Two Helliosians found evidence that contradicts what the Triumvirate tells about the Last War. They need help them uncover what really happened.

Spiraling Time
An amnesic girl was found near the Helliosian Cathedral. She only speaks about the Shadow Plane and a being called Cataphylius. Nymeran would like some help to cure her.

Wrath of Ecclesia
Aiden Rwright got the Scroll of Rwright, a powerful artifact that can alters. He plans to purge all knowledge of magic. Magicians must stop him at all cost.

Miscellaneous

Preview: New Interfaces

Following feedback from polls that I ran on Discord, I have reworked the main interface. Here 's the new designs:



Announcement

A Change in Direction


Those who played the Prologue Demo surely noticed that the game offered a lot of choices that for the most part did not affect the demo. I am currently working on reworking the prologue of the game and as some people pointed out, having those choices prevent the protagonist from having a distinct personality. I decided that in the final game that the protagonist will have a fixed personality, thus removing a lot of the choices.

That being said, not every choices is gone. As you may know, the game is divided into 7 storylines called quests. In those quest, the players make a choice at the beginning thar drastically change the rest of the quest. Since the game have time travel elements, this means that it will be possible to complete everything in a single playthrough without having a lot of different saves. That being said a lot of content will be optional.

Game Design

Dialogue and Language Handler



As some of you may have noticed during in the demo, the game is encoded with two languages – English and French. Every dialogue and interface in the game come with two different versions for each language. The language itself is dictated by a variable which is also in turn dictated by the file name of an external file. The language may be changed during gameplay via the menu without requiring a reboot.

Regarding dialogues, all of it is stored within multiple common events. They are devised by function, quest dialogue being the most notable example. The common events are called by a variable that is stored on local events map.

Miscellaneous

Preview: Cahedral of Ecclesia

Miscellaneous

Preview: Edlas Inn

Announcement

End of Preproduction


Dymunia now enters the production stage! I spent last few months planning various elements of the game to facilitate the production stage. Here's what I did:

-Conceptualized the seven quests
-Reworked the user interface.
-Made the combat progression system.
-Making various character models.
-Asking the community's opinion on some minor graphical stuff via Discord polls.
-Optimized the game to run a bit smoother.
-Trimmed the game file size (estimated to be below 500 mb in the final product).
-Other minor adjustments.

I will soon have new material to show, including new characters, maps screenshots and story details.

Announcement

Reentering Pre-Production



It is time for Dymunia to reenter a pre-production stage. The nature of this RPG necessitates a lot of heavy planification, therefore, I will very busy until this summer. This also mean that I will not have concrete stuff to show until a short while. In the meantime, I will cease to post DevBlogs until I will be ready to show how far the game will have progressed.

Miscellaneous

The Original Vision



Today I tell what my initial plan for the story of Dymunia was. It was about two magic students, Stelyvan and Elysys who uncover the evil scheme of a magic teacher that was attempting to perform a ritual or something. The game was set to end with a confrontation with the gods in a flying castle for some reason. From the little I planned in the prototype; the beginning of the game mostly revolved around interacting with other magic students. I remember planning to have a framing mechanic where you could frame random students for murder for no good reason. I quickly realized that this story was kind of boring and put it to rest until the completion of Black Ritual, another game of mine. I think the actual story is way better and more flesh out than this questionable scenario I imagined back then.

Game Design

DevBlog: The Map Handler



Today I will explain how map are loaded in Dymunia. First, a map is consisted of two major parts: the overlay and the shader. The overlay is the image that give the illusion of depth (like a tileset) and the shader is what give the ambiance of the map (nighttime blue in this picture). When a player wraps in the game, a common event (map handler) is always called. This event allows to set the specifics based on the map id. In addition to overlay and shader, graphical effect (GFX) can be called to animate thing such as the burning fire on candlesticks.