• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Progress Report

NIRAVASI Devlog (30/11/2021): The TEKMO Matter



Hey everyone,

It's time for another weekly Devlog for NIRAVASI. Two weeks ago, I talked a bit about Clovis and the beginning of the end of the game's 5th level. In this week's Devlog, I'll be shifting focus a bit more on the TEKMO Tower itself (from both a gameplay and design perspective). With that said, let's get straight into it.





Technical Implementation

After a couple of weeks of hard work, I've finally managed to nail a design for the TEKMO Tower that I'm excited to work on, as well as see how it's generally received among the majority of the game's playerbase. Now for context, the TEKMO Tower is not the entirety of the Aruvi District level. As such, I don't want to heavily invest my time into trying to make this place as intensive as the previous levels. But as the TEKMO company is still an important part of the story behind Niravasi and AEON in general, it wouldn't be fair to just simply chalk this area up to being just another bog-standard building to explore.

That's why the TEKMO Tower segment of the game will contain the most amount of story development elements so far. We're talking heavy emphasis on dialogue interactions, exploring different character relationships, and understanding a bit more about how the city of Niravasi came to fall so disgracefully. I already showed off a particularly important moment for both Mura and Clovis (best bros go for the hug) and I'm happy to say that there'll still be a lot more surprises players can expect to see going forward (the ending in particular will be absolutely adorable).



Verticality

One of the ways I'm keeping the players' adventures through the TEKMO Tower a short and sweet experience is by carefully constructing this part of the level in such a way that it successfully sells the illusion of climbing a tower, but doesn't feel too big to explore. That's why I've segmented the TEKMO Tower into several smaller floors that players will have to climb in order to reach the end of the level. These include:

Basement

Lobby

Assembly

Pitching

Finance

Relation

Develop

Sales

Admin


Each floor of the TEKMO Tower will contain a central hub room, two stairwells, and two side rooms filled with goodies like books, terminals and Vigarium artefacts. Some may be necessary for gaining access to the elusive Admin Floor, but my hope is that the level will be designed in such a way that it won't feel frustrating for players for having to backtrack. And don't worry, I won't be sending them on a wild goose chase anytime soon (save for a certain climactic finish to the level, though).



Going Forward

After the completion of the TEKMO Tower, NIRAVASI's 5th level will be done. I'm trying to get work on it finished before I leave to go on Holiday next Saturday, but I wouldn't be surprised if I had to dedicate a bit more time to wrapping things up while I'm away.

With the Aruvi District's completion, players will no longer be able to explore the city of Niravasi itself. While this may be sad to hear for some, it's an ultimately necessary decision from a design standpoint. Each level in NIRAVASI provides a noticeable different experience for players in terms of its environments, which will be a continual trend going forward with the final two levels of the game.

For context, the Tutorial gave players all the information needed regarding the game's setting and objective going forward. Old Hanirr provided them with a mysterious, but dangerous setting to better illustrate the kind of game NIRAVASI is going forward. The Stepwell of Dhara Hanirr slowly began to unravel the themes that would be explored in the game, including some of the game's more questionable narrative topics like enslavement and torture. Ishani Bazaar gave players a look at the technological wonders that the city of Niravasi held in the past, as well as introducing them to the threat of AEON and the CALI unit. Lotulanda showed players a side of the city that existed well-before AEON's involvement, as well as a setting that was both grand and ominous. Finally, the Aruvi District shows players the rawest emotions the people of the city felt in its last years, as well as explore areas that truly unnerved players.

Going forward, the Perfection Complex and Palace of Nira Ishan will focus more-so on setting the pieces for the conclusion of the game's story. We'll learn just what it is that AEON's been working on all this time, the fate of Mura's crew, as well as understand the heart and mind of the very man who created the city in the first place: Emperor Nirav Ishani.



That's it for this Week's Devlog for NIRAVASI. I can't promise you that there'll be another Devlog waiting for you next Tuesday or the next. I'll be pretty busy the first few days of my trip going away, but I'm hoping that once time passes, I'll be able to work on the final two levels of the game. I'm getting really nervous knowing that the end is just around the corner, but I'm also extremely thankful to everyone that's helped support the project along the way so far. It's been an absolute thrill working on this gem of a game, so let's continue working hard to ensure it'll be in a flawless state when it releases! With that said, thank you very much for reading and I hope you all have a lovely evening.

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (16/11/2021): Long Distance



Hey everyone,

Another week has passed and it’s time to talk about what’s new in the world of NIRAVASI-related development. For this week (and probably the next), you won’t be seeing too many new images for these Devlogs, as I’ll be dedicating a large portion of my time to working on both the Analog Horror video project and drafting the design documents for the elusive TEKMO Tower segment of the 5th Level. But in case you hadn’t keep up to date with my social media posts in the last week, I made a very big announcement in the unveiling of Mura’s mysterious ally, Clovis. If you’re interested in that, sit tight and let’s get straight into it.





Clovis of Fulyria

After months of teasing his appearance, I’m now finally at a stage where I’m happy to show off what Mura’s mysterious ally finally looks like. What better way to show off his beautiful look than with a cute picture of the two of them hugging it out, courtesy of ZeeMadMaverick.



Very early in NIRAVASI’s Development (and Aetherside’s), I wanted a character that the player could interact with at a moment’s notice. While a core theme of NIRAVASI’s design is the feeling of isolation, I didn’t want to completely leave players in the dark on where they needed to go and how to go about achieving their goals. Clovis was designed as a way to offset this problem, serving as a useful tool for the player to both better connect with the game’s world and remind themselves on what their current objectives are. This is actually a fairly common solution I’ve seen other games adopt, such as Darksiders, SOMA and even The Legend of Zelda: Ocarina of Time.

But as NIRAVASI is partially a Horror game, it ran the risk of leading audiences to believe that Clovis was secretly a hidden antagonistic figure, whether through Proxy or Omission (it’s a very common trope for mysterious allies to be the real enemy all along). I can say for certain, however, that Clovis is indeed a helping hand to Mura, as well as a friend he desperately needs. Clovis represents an important narrative element in the story in that he’s a glimmer of hope in the dark setting that NIRAVASI hosts. Without him, Mura would’ve likely fallen to disappear and allowed AEON to exact its self-perfection protocols.

As for his design, I wanted him to be an Antherian like Mura, but not directly within the same species as him. I also wanted Clovis to have some kind of military-training, which would allow him to keep a calm and collective mindset in an otherwise traumatising setting. Combine that with wanting him to be a fairly friendly individual, I settled on the idea of having him play a support role within his regiment, specifically that of a reconnaissance officer. Not only would that allow me to get a good idea of what I wanted his design to be like, but also the kind of personality I wanted to create for the character. What I ended up with was a Fruit Bat Antherian with a broken wing and a resolve as strong as steel. Clovis has the skills of a solider, but also the experience of a war victim. He alone would be perfect as a guiding hand for a character that has neither of those and finds himself stuck in a horrific city of old. Clovis will stay largely true to his role in the story going ahead, but expect a lot more “physical” interactions between him and Mura.



TEKMO or TEKMES

Now that the city quadrant of the Aruvi District is finally complete, it’s time to start developing the end scenario for NIRAVASI’s 5th Level. Now the TEKMO Tower itself was a fairly late idea in development compared to say something like the Stepwell of Dhara Hanirr or Lotulanda. When working on the Aruvi District, I knew that I wanted to end things off by having the player physically leave the bottom of the city and onto the skyline above. But because of the technical limitations that RPG Maker MV has, I couldn’t figure out a way to fully dedicate 1/3 of the level to just being skyline segments. Mura needed to get from the higher-districts of the city to AEON’s lair in the Perfection Complex. The way of doing this was a little harder than I’d like to admit.

But I found my solution in the form of remembering the time I spent in the US, more specifically, within the city of Seattle. During my trip there, many years ago, I visited the Space Needle and saw the beautiful view of the city from atop and its also its absolutely gorgeous view of Mount Rainier. And since the city of Niravasi is built on the slope of a large big mountain, I figured out that I could get the player from the Aruvi District into the Perfection Complex by having them take a sky car on top of a skyscraper. With that set, all that was left was to figure out a narrative angle on what company the skyscraper in question would belong to. Well, you know what answer I ended up going for in the end.

Now the main issue I’m facing is figuring out a design for how I want the players to approach the TEKMO Tower. I don’t want it to just be another chase-sequence like say in the beginning of Ishani Bazaar or Lotulanda, but I also don’t want the place to be too big in size. The TEKMO Tower needs to both sell the illusion of being a big skyscraper to the player, but also one that’s easy to navigate without getting lost (vertical level design is crazy difficult). That’s why I’ll be dedicating a portion of my time this week into sorting out mindmaps and flowcharts on how I want the level to progress.



Employee Training Video

To support the release of the Aruvi District Demo, I’ll also be aiming to complete the first of the new Analog Horror-style videos for the game. I spent a good portion of my time working on it today and its almost broke the half-way mark for the first of the two sections I have planned for it.

Surprisingly, working on this video is also helping me with figuring out the aesthetic design of the TEKMO building itself. I was having a bit of difficulty figuring out how I wanted the place to look and I think I’ve figured out a really nice style to emulate with it. Using a big emphasis on both Black and White colours, I’ll be painting the rooms of the TEKMO Tower to look a lot like certain corporate offices that you see from real-life companies like Meta and Twitter. There’s still a lot more to work on with this, but I’m confident that as development of the video continues to progress, so too shall the design of the TEKMO Tower.



That’s it for this weekly Devlog for NIRAVASI. It’s hard to believe that we’re already at the half-way point of November, with Christmas soon approaching. Thankfully, I’m happy to say that the deadline for the game’s release is still looking to be nearing the intended February release period, but I’ll let everyone know beforehand on whether or not I’ll be able to meet that time. There’s still at least two and half more levels left to complete for the game and that’s not even including all the remaining bug-fixes and quality-of-life changes that need to be made. But as always, thank you very much for reading and I hope you all have a wonderful evening.

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (09/11/2021): Ordeals of Flame



Hey everyone,

It's me again, back with another Weekly Devlog for NIRAVASI. As some of you may know, I unfortunately had to cancel last week's Devlog, due to the previous week being particularly busy for me (nothing bad happened, don't worry). I also felt like I didn't have as much to show that week as I do for this one, so I felt it better to save new developments for today's session. Now that we're here, let's get into what's new with the game, shall we?





The Bureau of Corruption

In previous Devlogs, I spoke about the kinds of places you'll be able to visit within the Aruvi District (as well as the horrors you may face there). So far, I can successfully say that I've recently completed an area of the game that I think players might quite enjoy. In the Aruvi District, you can find the Niravasi Security Bureau HQ (NSB HQ): the security company with ties to the atrocities found within the Stepwell of Dhara Hanirr. The NSB HQ is a particularly interesting scenario in that you'll find yourself being stuck inside it, while having to enter it in order to reach the mysterious TEKMO Tower.

While inside, you'll quickly notice that things are amiss within the NSB HQ, as a particularly nasty Sentry can be seen roaming through its halls (complete with busted up walls and distant screams). While it's a relatively short experience, I really did enjoy playing through the area myself and I can say for certain that the Sentry (its name is AGNI) was a really scary threat, compared to the scares that AEON normally gives you.

It's a nice little area that offers something unique compared to the normal gameplay loop of the city district levels, as well as paints an important story for the kind of culture the people living in Niravasi were used to. Oh, and I guess there's a few hints here and there about a particularly nasty individual that made a name for himself for all the wrong reasons.



Wrapping Things Up

I know I've said it before, but the Aruvi District as an area is not as large (or diverse) as Ishani Bazaar is. If I had to make a comparison, Aruvi feels more like a riverside town than it does a real city district. But the true beauty of the Aruvi District lies in the its narrative design. Not only has the excess rainwater flooded the place, but its also prevented AEON from sending most of his machines into it. As such, it's allowed me to create an area where I can allow the environment to truly tell its story. But from a game development resource mindset, the Aruvi District itself is only a part of the entirety of the 5th level. Players will still need to climb the mysterious TEKMO Tower and meet up with Clovis at long last.

Once I've completed all 6 of the quadrants I have planned out, I'll be working on the next climactic sequence that involves you hastily making your way to the TEKMO Tower in a mad bid to escape AEON and his robotic machines. After that, you'll meet Clovis face-to-face for the very first time, as well as experience a brand new location in the form of the TEKMO Tower. There, you'll learn all about AEON and how/why he was created to oversee the cursed city.



Analog Thriller

I briefly mentioned during the last Devlog that I had suspended all future video Devlogs in favour of focusing on the game some more, as well as toy with the idea of creating a new video series. I can happily say that the latter's been going rather well and has taken the form of a fictional training video for the TEKMO corporation, complete with propaganda iconography and other business jargon you'd expect from videos like it.

But like other Analog Horror series, the training video will be prone to glitches and bugs. Some of which may hold a sinister secret. I don't want to spoil anything yet, but just know that I'll be doing my best to stay true to the medium of analog horror videos, as well as put my own spin to it that's faithful to the Niravasi IP as a whole.



That's about it for this week for NIRAVASI-related news. I'll be going full-throttle for the work being done on the Aruvi District, as I want to try have the city quadrant part of the level complete by the end of next week. Until that happens, I'll continue to keep you all updated on any new changes/developments, as well as keep an eye for any feedback/comments you have regarding the project. With that said, thank you very much for reading and I hope you all have a lovely day.

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (26/10/2021): Digital Waterways



Hey everyone,

It's me, Angus, coming back with another Weekly Devlog for NIRAVASI. Last week, we focused on some new details regarding the development of the game, while also enjoying the game's newly released Theme song. This week, we're going to reel things back a little and keep all new development news simple for the time being. There's still a lot of work to be done and there's one little loose ends that I'd like to address in this Devlog. With that said, let's get straight into it.





Aruvi Shenanigans

As I stated before in previous Devlogs, the Aruvi District is the 5th level out of the 7 I've planned for NIRAVASI. For anyone that doesn't already know, the Aruvi District takes place in an abandoned/flooded area of the city and tasks you with finding your way to the TEKMO Tower found in the distance. Functionally, the Aruvi District is very much a return to the gameplay loop that players found in Ishani Bazaar, so you'll definitely be a fan if you liked playing through the Ishani Bazaar demo some months ago.

One big difference, however, is how the entirety of the 5th Level is split off into 3 parts. The first (which is fully complete) is the connecting area between Lotulanda's Exit and the entrance to the Aruvi District proper. The second (the one I'm currently working on) is the flooded city section itself, where you can explore a number of ruined buildings in search of treasures and stories hidden beneath all the wet and damp of flowing river water. The third and final section of the Aruvi District is the mysterious TEKMO Tower, where you'll meet up with Clovis for the first time, as well as find a way to the 6th/7th levels of the game.

As always, I'll be keeping a close eye on how things flow (hehehehe.) with this level, but I'm confident that the Aruvi District will be a unique-enough location for players to immerse themselves. But if the locations found here won't do it justice, I'm sure the Crawlers sneaking around the Aruvi District will.



Video Devlogs

Around the time of the Kickstarter campaign's completion, I had finished production on the project's very first video Devlog that can still be watched on game's official YouTube page. However, you may have also noticed that only two have been produced and the last one was released sometime ago. Well, long-story-short, I overestimated my ability in how much work I can produce within a month.

Writing these Devlogs is fairly easy to accomplish, as all I really need to do is write a few paragraphs and take some in-game screenshots to support the information I post. But the video Devlogs required a lot more work to complete, so I often found myself having to go back and forth with ensuring the quality of the videos was good enough to release to the general public. Furthermore, I've been fairly busy since the last Video Devlog and I couldn't really find the time to sit down and properly work on them in video format.

Because of this, I've gone ahead and made the conscious decision to cease production on any new Video Devlogs for the planned future. They just simply weren't working with the pace of the game's development and ended up being more difficult than they needed to be. But while this piece of news will incredibly disappointing for some of you, I'm hoping to rectify this with a new marketing venture I've been considering these past few weeks.



Future Videos

The time for NIRAVASI's is fast approaching (I'm planning to release the game around the end of February, but we'll see), so I'll need to get cracking with continuing to market the game further if I want to ensure a fairly successful launch when the game is released.. One idea that I'm eager to try take a shot at is working on a series of YouTube videos that emulate the style of Analog Horror.

I've always adored these medium of storytelling and how it has the ability to both draw in and freak out its viewers. Furthermore, I've got a very specific narrative I want to construct in my head and believe that it's feasible, given my experience working as a Graphic Designer in the past. Now if you're rolling your eyes at the moment, I can sympathise with your worries. But I promise you that I'll be giving it my all and believe that it'll be a great way to market the game as a whole (I'll be carefully working on the videos to ensure that they accurately reflect the experience of the game right now).



That about covers it for this Week's Devlog for NIRAVASI. I'm going to go ahead and keep working on making the Aruvi District a fun (and dangerous) place for players to explore, as well as tinker around some more with the video series. Until then, I hope you've enjoyed reading this Week's Devlog and wish you a wonderful day.

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (19/10/2021): Music to Remember



Hey everyone,

(Sorry about that little hiccup with announcements; I botched the announcement page hard and had to redo it).

It's been a while since I last wrote a Devlog for NIRAVASI, hasn't it? I'm really sorry about that, but it seems that life wanted me to go through some busy times before getting back to work. First off, like I mentioned before in one of my earlier Devlogs, I was having a rather busy week with my family. I ended up going northbound in the UK and had an absolute blast. Yeah, my arms sometimes felt they were going to explode with all the driving I did, but the sights I saw were truly memorable and I'm really happy that I got the chance to experience everything up there.

Unfortunately when I came back, I caught a rather nasty flu that's been going around the area and was out of action for the better part of a week. I'm still feeling a bit woozy, but thankfully not as bad as when I first got it . Anywho, I'm extremely happy to announce that a lot has happened since the last Devlog, so let's just cut the nonsene and get straight into it!



A True Theme

In my previous Devlogs, I explained how NIRAVASI was currently using repitched/edited versions of the soundtrack from my other game, BLANK. While the songs from that game work well enough, I've always intended for this game to have an OST of its own and really set a style of music that's unique from most other RPG Maker Horror games. To that end, the composer for NIRAVASI finally came back with a Master-version of the game's Title Theme, which you can find here:




I absolutely adore this piece and have been so desperate to get it into all of your hands. However, as this is a commercial project, I have to pay commercial fees for pieces like this and just needed to get everything sorted out in the background from a business-standpoint. Now that a transaction has successfully been made, I hope you all can enjoy the beauty of Niravasi's new theme as I have done for a while now.



New Website

Some of you may be reading this from the same old sites (Kickstarter, GameJolt, Itch.io, etc,), but there's also now a brand new place for people to take a looksie at the NIRAVASI Devlogs. While it's still incredibly barebones, I'm happy to announce that NIRAVASI now has its very own website (complete with a domain and everything). Check it out here:

NIRAVASI Website

Creating a website for my game seemed pretty obvious at this point, but I feel that as the game nears completion, it's important for everything in the marketing/advertisement side of the game be in as tip-top shape as it can possibly be. I've been working on this game for over a year now and the time for when this game will be nearing the 75% completion mark is fast approaching. With that milestone being hit, I'll need to start working on how I'm going to be sending review copies of this game, as well as maybe work on some extra goodies like trailers and other shenanigans. Naturally, I'll have more details about that in the future, but for the meantime, I hope you enjoy the amateurish-look for the site. :P



Aruvi Waterworks

Work on NIRAVASI's 5th Level, the Aruvi District is still going well-enough. I finally managed to work myself out of the little rut I had and I'm happy to say that I've got a pretty good idea on how I want the layout of this level to work. Expect to see many cool buildings here, such as an old temple ruin and the headquarters of everyone's favourite police force, the Niravasi Security Bureau (NSB).

I'm also still working on a few extra gameplay details as well, including finalising Controller Support (Xbox One Controller Support is basically complete, save for a pesky up-button input not working), improving enemy AI in certain areas (I'm making Sentries that move fast; you heard me), as well as creating the last batch of art assets to be used in this level. Keep following my Devlog and other social media posts to keep up to date with all the newest developments for the game.



That wraps it up for this week's Devlog for NIRAVASI. I'm still feeling a little tired on my end, but I'm also extremely happy that I finally got a chance to crack on with a Website for the game, as well as getting my hands on a brand new song. With that said, I'm looking forward to seeing what you all think when the Aruvi District nears completion and hope you still hold an immense amount of interest in playing the game when its complete.

Kind regards,
Angus (Sangos)

Miscellaneous

NIRAVASI: Going on Holiday!



Hey everyone,

You probably noticed the lack of a Weekly Devlog for NIRAVASI yesterday. This was intentional, as I'll be going away for a week and won't be making any significant posts/progress on NIRAVASI until then. I won't have access to my work equipment, but I'll still be around on my social media pages to respond to any comments/questions you have regarding the game. I'll be back with a proper Weekly Devlog update on Tuesday 12th October.

Have a good week, everyone!

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (21/09/2021): Twisted Origins



Hey everyone,

It's me again, writing you another Weekly Devlog for NIRAVASI. Last week, I spoke a bit about the Lotulanda Demo, the Aruvi District (and creepy Crawlers), and some quality-of-life changes for the previous levels. This week, we're going to talk a bit more about that, as well as talk about some more details regarding Mura's past. Without further ado, let's get straight into it.





Updated Visuals

As I mentioned before in last week's Devlog, working on Ishani Bazaar and Lotulanda made me realise that there was a big discrepancy in the quality of the game's visuals between those two levels and the first three (Tutorial, Old Hanirr and the Stepwell of Dhara Hanirr). When I began working on this project, my knowledge of the RPG Maker MV3D Plugin was fairly rudimentary. I had a clear idea on how I wanted the style of the visuals to look and feel (akin to games like Pokemon Diamond and Pearl, and some PlayStation-era Japanese RPGs), but as work continued for Ishani Bazaar and Lotulanda, I noticed these beginning three levels didn't really have much of a "WOW" factor in their visuals. As such, I wanted to rectify this during the two-week period I mentioned before, where I would spend time moderating and going over player feedback regarding the Lotulanda Demo. Nothing big in particular was changed with these levels (save for a few additional scare moments) and it was all mainly just revamping the visuals of the previous areas like the Temples in Old Hanirr, the Swampland, and certain rooms within the Stepwell.

I'm happy to announce that after a few weeks of work, I've finally managed to do just that and gotten the game's beginning areas to look rather fancy for an RPG Maker Horror game. Take a look and see for yourself:







Future Characters

Now that work on the Aruvi District is going full-steam ahead, let's talk a little bit about the new characters you'll be coming face-to-face with during your adventures in this waterlogged hellhole. But be warned, there's gonna be some big spoilers up ahead. If you just want to experience it for yourself, or are still waiting for the full release to come before giving it a try, feel free to skip this segment of the Devlog.



Clovis: For those of you that don't know him, this mysterious figure is the one that's been helping our little kitty cat, Mura, escape AEON's clutches and venture deeper into the city of Niravasi. While his reasons for being there are unknown, players will come to find out a little more about this distant ally at the final area of the Aruvi District level. Expect some heartfelt moments being shared between Mura and this lovely boy when the time comes.



MOMO: Originally created by the illustrious TEKMO company, this lovely little fella is also here to help. As you near the end of your journey throughout the Aruvi District, you'll come face-to-face with this adorable little artificial intelligence and learn a little more about AEON himself and why he's so eager to rip your face off.



Desert Thugs: I don't want to spoil too much details in regards to these nasty folks, but know that they play a pivotal part in Mura's story and how he became the man (Cat?) he is today.

That's all I want to say in regards to these characters. You'll find out more as development of the game goes on, but know that they certainly aren't the last of the characters you'll meet within this dark adventure.



A Dark Melody

Way back in the project's development, I made the announcement that NIRAVASI was going to include its own soundtrack, rather than reuse the already-existing songs made for my previous game, BLANK. Well, considering that the game is now over 50% complete, I thought it appropriate to get my hands on what the Main Theme of Niravasi would sound like. I'm not quite ready to give you all a taster, as I'm still sorting out financial matters in the background (it's always lovely to pay a composer the rates they're worth, after all). But what I can say is that it's being taken in a REALLY good direction. If you would like a reference for how I'm envisioning the majority of the game's soundtrack to sound like, please take a listen to an amazing artist by the name of Tigran Hamasyan:



Crazy, right? When StygianWhite (the composer I'm working with) showed me this artist, I absolutely fell in love with Tigran's style. His work really emulates the kind of vibes I want the soundtrack for the game to evoke (Alien/Artificial/Ancient), so using it as an inspiration makes absolute sense here. I'll have more details regarding the game's soundtrack in the future, but for now, know that it's in very good hands.



That's about it for this Week's Devlog for NIRAVASI. Next Week, I'll likely have a sit down and begin talking about the game's origins and how I thought about making a game involving an anthropomorphic cat archaeologist, escaping from a killer robot in an ancient human city. Until then, keep trying the Demos out and as always, let me know what you think of NIRAVASI as a whole... down below.

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (14/09/2021): Onward to Greater Ventures



Hey everyone,

I'm back with another Weekly Devlog for NIRAVASI. I apologise for the lack of a Devlog for last week (seems to be a common theme these days), but I was pretty busy on that day sorting some things out and couldn't really find the enthusiasm to sit down and write stuff down. Nevertheless, we've got a lot to talk about now, so let's drop everything and get straight into it.





Lotulanda's Release

If you weren't already aware, I recently released the latest demos for NIRAVASI last Friday, which includes the newly released 4th Level, Lotulanda, the Grand Library of Niravasi. While I haven't had too much feedback regarding this one just yet, there's still a lot of time between this release and the next, meaning there's still time for everyone to give your thoughts on the state of Lotulanda. I'll continue to keep a close eye on player activity here, but my hope is that the level will be received well and not considered too frustrating for players (I know libraries can be a bit dull at times, but I hope Lotulanda is the exception).



Aruvi District

In addition to some Lotulanda talk, I also dropped some hinters regarding the progress of the game's 5th level, the Aruvi District. As you see from the image above, the Aruvi District will be similar in appearance to Ishani Bazaar, save for a few key differences. The biggest and most obvious is the over-abundance of water flowing through this place. Within the heart of this place lies the once beautiful Aruvi River. When the planet of Aetherius broke apart, many of its geomagnetic waves got screwed up and with that, no more rainstorms came to Niravasi. Without the rain, the Aruvi River dried up and became an eyesore for the remaining survivors living there. To remedy the situation, AEON constructed a weather system to artificially replace the rain to fill the river once more. But his plan worked a little too well, as the newly created rainwater burst through the river's banks and flooded the district completely. But as you'll find out soon enough, it's not just the water you'll need to keep an eye on within the Aruvi District.



Crawling in my Skin

As you delve deeper into darkest depths of the Aruvi District, you'll begin hearing strange noises coming from the walls. And when you run into a set of wires, it'll already be too late. You've attracted the attention of AEON's Crawlers.

The Crawler is a brand new enemy I've been teasing for a while, but wanted to keep hush-hush until now. Within the Aruvi District, you'll find these creatures hiding within the ceilings of long-forgotten buildings, waiting for their next meal. While not as dangerous as CALI or the Sentries, Crawlers play a unique part within the AEON gameplay loop. When a player steps on one of the Crawlers' "attack spots", the Crawler will emerge from its hiding spot to grab whatever poor soul stands underneath it. If you're quick enough, you can dodge its attack and be on your merry way. But if you're slow on your feet, the Crawler will latch onto you, take a chunk out of your health and alert AEON to your presence.

Crawlers play a unique role within AEON's arsenal of machines, as they're more of a support type for the other machines. For example, you could be trying desperately to avoid a number of Proxies, but accidentally trigger a Crawler's trap. The Crawler will latch onto you, hold onto you for a second, before dealing a chunk of damage. If they time it right, the Crawler will leave you at the mercy of the hungry Proxies from before. If you think that's bad, imagine that the Proxies are replaced with Sentries.

I'm still fiddling around with their AI, of course, but I'm incredibly happy with how they've turned out. They're the right combination of uncanny and creepy, and still refer back to Hinduist and Buddhist beliefs with the theme of their design. While it'll be a little ways of, I look forward to seeing how players react to these pests when the time comes.



Trashing the Place

While work on the Aruvi District is going well, I can't stop thinking that some of the game's previous levels have sorta fell off the map in regards to their visual quality. The Stepwell of Dhara Hanirr for the most part still looks relatively gorgeous, but Old Hanirr doesn't really have the same level of visual impact as either Ishani Bazaar or Lotulanda does. As such, I've decided to go back and give these places a bit love in the form of ruined debris and other visual goodies that keen-eyed players will be able to spot. Additionally, I'll also be going back and including fixes to some of the jankier sprites and locations of these places to better align them to the quality standards I have now for the work I've done for both Ishani Bazaar and Lotulanda.

If you have any cool ideas on what you'd like to see in these old locations, or feel this is a step in the right direction, please let me know what you think down below. I'm always eager to hear your feedback with these things.



That about wraps it up for this Week's Devlog for NIRAVASI. You'll have to forgive me for the abrupt conclusion, as my poor little fingers are starting to get a bit tired with all this writing. There's definitely more to come for these next few months, and my hope is that I'll have work on the Aruvi District done by mid-late November latest. Until then, thank you all very much for reading and I hope you all have a wonderful day.

Kind regards,
Angus (Sangos)

Announcement

NIRAVASI [Lotulanda Demo]: OUT NOW!



Hey everyone,

As promised, I've finally released a playable build for Lotulanda for all of you to enjoy and experience for yourselves. To go ahead and start the journey, simply head back to the store page here and make your way to the Downloads section.

I should remind you all, however, that this is only a playable demo for the fourth level of the game ONLY. If you wish to gain access to the Full Demo Build (or just show your support for the project's development) simply donate here to support its development:



I'll be keeping a close eye on the demo's development in the next week or so and if there's any critical errors that you're experiencing, or feedback you'd like to give, please leave a reply or comment on the NIRAVASI page here on RPG Maker Net and I'll do my best to respond as best as I can.

Kind regards,
Angus (Sangos)

Progress Report

NIRAVASI Devlog (31/08/2021): The Tide Rises



Hey everyone,

It's been a little while since the last Devlog for NIRAVASI, which was mainly due to the fact that a lot of stuff happened in my personal life recently. But for anyone who didn't know this, I was helping my family out with something that weekend, as well as celebrating my 28th Birthday (Damn, I'm old). Afterwards, I received my 2nd COVID-19 vaccination jab, which also delayed things. So all-in-all, a lot of things all compounded themselves together, resulting in me not really being able to work on the game that much. But it's not all doom and gloom, for I've got a great announcement that I'll be talking about down below!





Lotus Blooming

So the biggest thing I want to get out of the way is that I've finally completed work on Lotulanda! That means if players were to get their hands on the game now, they'd be able to play over half the levels of the game in total (Tutorial, Old Hanirr, Stepwell of Dhara Hanirr, Ishani Bazaar and now Lotulanda). We've only got three more levels left (and some other goodies that I want to hold off on spoiling until a later date) until the game's in a state where I can seriously consider releasing it to the public!

However, as I did for the previous demos, I want to make sure this newest demo won't have too many hiccups on release (especially like Ishani Bazaar's Crash Bug). Lotulanda has a LOT of corridors and rooms, so I'm sure there's bound to be a few sequence breaks here and there. I'm doing the best I can with cracking down on all of these, but I wouldn't surprised if some snuck their way through to the surface. Nevertheless, the level's 100% playable without major issue from start-to-finish, which makes me incredibly happy!

I'll talk about the new Demo release sometime later this week or the next, but take heart in knowing that you'll all be getting your hands on Lotulanda for testing (and appreciation) soon enough.



A New Look

Lotulanda isn't the only thing I've been working on for NIRAVASI. I've also taken the opportunity to give the game's Title Screen a complete overhaul, resulting in a much more satisfying look for the game's introduction. One of the biggest problems with RPG Maker games are the options you have to work with for everything involving title screen creation. Many RPG Maker games (old and new) tend to have rather mundane title screens, which is a real shame, as some of the games that are guilty of this end up being amazing experiences. Sure, I could've just taken things easy and just used the stock system like most other creators, but I felt that would be both insulting to the level of detail I've put into this game in other spots, as well as the players. As such, I went ahead and gave the Title Screen of NIRAVASI a brand new makeover.

I've also been batting around the idea of dynamically changing the game's Title Screen to reflect your progress in the game (you'd get new visuals for the Title Screen, depending on where you are in the story). It's still an incredibly rough idea though, so don't get your hopes up. Still, it does sound cool as hell though, doesn't it?



Aruvi & Beyond

As I mentioned before in previous Devlogs, the next level NIRAVASI players will encounter is a place called the Aruvi District. In times long past, it was among the wealthiest of places within the city, filled with ambitious individuals and aristocrats alike. However, following the destruction of Aetherius, the people of this place suffered terrible atrocities, resulting in the Aruvi District being left in ruins. Now, following AEON's control of the city, the Aruvi District continues to suffer by means of the excessive levels of rainwater caused by AEON's weather device. To find his missing crew, Mura will need to travel through the shattered ruins of the Aruvi District to find a way into AEON's Perfection Complex.

Gameplay-wise, the Aruvi District will involve travelling through broken buildings and navigating water-filled corridors in an attempt to find a way into the Perfection Complex. Unfortunately for you, AEON holds a much greater presence within this place as compared to other levels in the game. Aside from the other enemies you've had to face within the game, Mura must now deal with a brand new enemy type in the form of Lurkers, as well as AEON himself (who can actively keep watch over places where monitors are placed tactically. If you wish to survive the Aruvi District, you must make note of the environments around you (and perhaps use that to your advantage).



That about wraps it up for another Weekly Devlog for NIRAVASI. I should also mention that at this point, September is going to be an incredibly busy month for me. Budon't worry, as I'll still be doing my best to keep everyone informed on the game's development, as well as answer any questions you all may have (and any feedback you want to give). Until then, thank you for reading this Devlog and I look forward to talking to you all again soon.

Kind regards,
Angus (Sangos)