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Announcement

It's Back in July

Hey all! It's been a hot minute since the last blog, a little over a year to be specific. Well, I'm back to this game in full gear and plan to have it released by July, the game is already quite far in its development so me having dropped it for over a year frustrates me somehow, but that's something I have to live with now. Oh, I also completely forgot to announce this, but I got JDYMusic to compose the soundtrack for the game and he's been doing a bang-up job so far! Hope y'all are looking forward to the finished game once it's done.

Here, have some eye candy for the long wait

Progress Report

Friday Blog (But Sunday)

Happy New Year!

I hope all of you had a wonderful start into 2022 so far, and that this year treats you all pretty good. Now then, onto the blog.

After the last blog that announced I'd finish the game in January (hopefully), I've done some work on the game. I decided to add a small crafting system, to give the player some fighting back chance against the Spectre that roams the halls of Whitebastion Castle. I don't have a GIF to show you how this works, but all I can say is that you can craft some healing items to patch yourself up, among other things. Best of luck ;)

I wish you a nice day and see you on the next blog. Have a wonderful day and again, a happy new year! :D

Announcement

Delayed until January

So yeah, here we are. As the title already spells out, the game won't be released until sometime in January, it was foolish of me to think that I'd have enough free time to work on this game non-stop until Christmas. I've had an incredible bout of busy days the last week and have not at all made the progress I would've wished to make. The game is close to completion, but I just won't make it for Christmas as other commitments and the need to help out a lot around the house has taken lots of my free time.

See you in January, I will start up with the Friday blogs again, to keep you all posted on the progress made. I'm terribly sorry for the constant delays and wish you a merry Christmas. At least I will be able to send a version of the game for playtesting to my playtesters, and that's what little consolation I have.

Have a nice day!

Announcement

Unexpected Delays

Hello there again everyone! So, The deadline was yesterday... and I missed it. Sadly, the last one and a half weeks have been tremendously slow on the game development side of things, as I've had a lot of real life stuff to do, coupled with me using a fair bit of my free time on other stuff. This has resulted in me being unable to finish the game in time and I deeply apologize for anyone that was awaiting for the game to be released on the 15th. I've since changed the deadline to the 25th, guess you could call it a Christmas release, heh.

Anyhow, that's all I wanted to say, I know I've failed to keep up my own schedule and I'm asking for your forgiveness and understanding. I'll finish the game by the 25th or my name isn't OzzyTheOne!

Thanks for reading and have a nice day.

Progress Report

Saturday Blog: Art and cutscenes

So, here we are again, I was very busy on Friday and wasn't able to post a blog post about my progress, but that's what Saturday's are for, am I right?

Jokes aside, I worked on fleshing out the finer details of the story and on some cutscenes, I didn't finish up on all the cutscnes since last week got quite busy due to me writing by last finals for the semester, but I still managed to make quite a bit, puzzle design is also as good as finished. I've also got one extra thing to talk about, character art! I've had the pleasure of working with A_Beating_Black_Wing to get some character art done for the game!



I'm very pleased with what she delivered and I think it'll give the characters an extra degree of personality.


Well, that is pretty much it for this weeks blog, the deadline is fast approaching and I can't wait to get there. The goal for next week is to finish up on all the cutscenes, and to start polishing the game where needed. There's still the issue of figuring out the final segment of the game as I've rewritten that part a few times now, but I'm certain that I'll come up with something decent for it.

See you nexy Friday and have a nice weekend! :D

Progress Report

Friday Blog: Chasing around

So, I've finally come around to improving the chase system as promised. I also worked on some atmosphere and map ambience, but let's talk about that later.

The spectre not only chases the player from room to room, but also wanders around the castle persistently. In other words, it technically never despawns and keeps moving from room to room until you are unfortunate enough to cross paths with it again. Good luck outrunning it! :)

Regarding ambience, I worked on adding some more atmosphere to the storm that rages above Castle Whitebastion, what exactly this means I'll let you find out in the finished game. ;)

Also, due to last week being a little lackluster in progress I've decided to change the deadline from the 30th November to the 15th December, I had really hoped to finish the game by this month, but one week of slow progress can thoroughly mess up ones' schedule. I apologize for the 15 day delay and promise to progress on this game as much as possible.

As for next week; next week's aim will be to finish up on some puzzle design and then event all the cutscenes, looking forward to that as making cutscenes is something I really enjoy in RPG Maker!

See you nexy Friday and have a nice weekend! :D

Progress Report

Sunday Blog! (Friday, what Friday?)

Alrighty, this weekend I ran a little late on the Friday Blog, so it's a Sunday Blog instead.

The mapping is now 100% done, and the scripting is about 95% done. I know I said I wanted to work on polishing the whole monster chase system, but I ended up overhauling the map system instead. And here you have it:


When opening the map, it will now show what room the player is in and I've also added a nifty blink effect too. So yeah, the map system took up all the time I had intended to spend on improving the chase system, alas, I failed at this week's milestone. However, that simply means that next week's milestone will be to work on the chase system, I am very happy with where the map system is right now and will not tinker with it further.

After the chase system, the next goal is to finish writing all the dialogue, finish all the rest of the eventing (keys, puzzles, cutscenes) and then afterwards begins the polishing phase.

See you next Friday and have a nice day! :D

Progress Report

Friday Blog: Map of the Castle!

Alright! So, this week I worked on adapting a map script I made in the past to work on this project. The player can check out the layout of an entire floor once they find the map of said floor. Hopefully this will make navigating the castle a little easier, the map can be accessed from the pause menu.



In other news, I found an artist that's willing to help me with some custom facesets for the game, looking forward to that! The goal for the next week is to finish adapting the map script and polishing the chase system of the game. Have a nice day and see you next Friday!

Announcement

Finishing the game by November

Alright! So, as the people that have played this game so far have (sadly) experienced, the game ends very abruptly and is pretty rough around the edges. Regardless, I had planned to finish this project regardless of what I'd upload for the deadline of the event for which it was made, and I've received some very good feedback so far on what to improve upon! Having said that, I've been avidly working on the game since the end of the event, having finished a very neat custom menu system recently.



I was only able to make this thanks to the help of Coelocanth, Marrend and Narcodis. Next up, I'm planning on implementing a map system to help the players better navigate the halls and passages of Whitebastion Castle.

Based on all the progress I've made so far, I believe I'll be able to finish developing the game for November 30th, I'll also give weekly updates on the progress of this game every Friday until that date!

Have a nice day! :D

Progress Report

Demo v1.1

Fixed a few bugs and added an extra key to be picked up before the demo ends.
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