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Announcement

Blog #3 - Nathaniel Balthier

So, yeah. Hey guys.

Some of you may have heard about my new current project known as "Nathaniel Balthier." For those who haven't, it's a game I'm working on using VX ACE, as I believe it's a much more diverse engine to use.

You may have noticed that the main character shares the same name as the main character from Sacred Remnant, too. This is because the character from Sacred Remnant was like a shadow of the idea for Nathaniel Balthier; a side-story, if you'd like. Not in the way that they connect or intertwine, but in the way that I could use the character and show what his personality is.
So, although this game is technically "cancelled," the initial project isn't. I would have posted the first chapter of Sacred Remnant which lasted three to four hours, but my uncle reformatted my laptop the other week so I lost literally everything on my hard-drive, and the game was not on my external. It's unfortunate that I lost all the work, though it opens up the chance for better ideas and the like.

So, to finish off this blog, I am going to state a little about the differences with the projects.

Firstly, I've changed the battle system back to side-view, as in my opinion it's the system I myself prefer.
Secondly, the story is completely different, along with the characters other than Nate.
Also, I'm adding in a special feature I thought of where each character has their own unique skill for the map, such as "Jump" for Nate, where you're able to jump to ledges that without the skill would seem impossible, unlocking new treasures and areas, or "Solve" for Samuel, where you're able to take on puzzles. Each skill will have it's own "Skill Lv." which levels up every three of your levels. As they level up, the ability increases, such as "Jump" is able to reach farther distances and "Solve" is permitting harder challenges to be taken.

That's all I'm going to mention about the other game, as this is generally just a blog explaining the cancellation of Sacred Remnant, though I hope it's good enough.

Thanks to the 18 subscribers, and thanks to everyone for the support!

Announcement

Blog #2 - What?

So, uh, hey everyone.
I'm going to leave a note here saying that production of my games has picked up once more, and I intend to make as much progress as I can with them.
I'm having trouble with family matters at the moment which may result in me taking off, though I plan on making a full recovery when able and then prepare a demo of my new upcoming project. Sacred Remnant is still in production of course, and I have loads of notes saved to read from and implement in the game, but for a while I will be focusing my efforts on the side-project until I feel more interested in VX in total, and more interested in Sacred Remnant itself.
Until then, I will be online only rarely, though production will continue as normal.
Thanks,
Dezz123

Progress Report

Blog #1 - New stuff!

Hey, guys.

So I've been working on this again using a different mapping style for forests and such, along with some new scripts and a new title Logo.
I'm glad to say that this project is running smoothly, and as of so far I am very happy with the progress made and the way it looks - something which is rare for me to say for my games; especially in this time of development.

I'd like to thank Xiie over on OmegaDev, along with SkeletonBio, Pacman and Melkino, for help regarding some graphic resources and scripts, along with Craze, Anaryu and many other users on this site who've posted a good VX game so I got some inspiration/motivation to reopen RPG Maker VX once again and begin production once more, and I will credit them too.

Thanks to all the 12 subscribers following this, and in regards to the demo; it may be available by the middle of next month, probably before then.
Again, thanks!
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