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Announcement

Pause

So as you've read, I am placing ED on hiatus for a bit as I am currently doing a lot right now between school, work, and ultimately my future, so my work on ED has slowed a bit, and it's gotten a bit harder for me to make significant progress on key portions of the game.

I don't want to rush things and release something sub-par, and I don't want to take too long to the point of frustration, so for now I'm pulling back and evaluating things. Hopefully this hiatus is over as quickly as it began.

I would like to take time to thank all of those who have given insight and encouragement to this project to this point, and I hope that I'm able to give you a fun gaming experience in return.

Progress Report

So Zaeran, Where ya Been Buddy?

So, it's been a while since my last report on the condition of the game, but I have been making some very steady progress in creating the meat of the game. There are quite a few announcements that I need to make pertaining to the state of the game and it's predicted state.

1. I am nearly 2 weeks from Beta Testing the game, and I already have a beta testing team ready to go. After 3 or so people finish what will essentially be the first demo, I will take consider any input they have about the game and fix any bugs found in the game, and FINALLY release the demo.

2.There has been a major shift in graphic style pertaining to the sprites as the sprites will now be in a Romancing SaGa 3 style rather than the RM2k style that I had before. There are two particular reasons why this is happening.

I- I had already been using this style as the template for 90 percent of the battle chars in the project, and to make the look of characters more uniform, I chose to change the map sprites also.

II- The sprites allow for a better realism than the 2k3, while still keeping the cute feel of RPG sprites, which I always liked. There is more room for detail in these as well

Since I couldn't find a sheet of the NPC's from RSG3 on the web as far as i looked (3rd page on Google), I had to play through RSG3 again to rip nearly every sprite onto a comprehensive sprite sheet. From what I understand there are possibly more that were never used in the game that I will be investigating at a later time, but for now, for anyone else who has or will be looking for a sheet of these sprites, here is the sheet that I have compiled



Note that not every possible color of the characters are here on the sheet, for I would assume if someone wanted a specific color set, they could simply do what I did and just recolor them. Also if you do happen to use this sprite sheet, I would like some credit for the time it took to rip these.

Also this is a preview of how 4 of the main protagonists have been redone. Some are minor changes, others are major.



In other news, I have been doing ALOT of behind the screens stuff, such as battle systems, menu systems and progression systems becuase I want to add some flare to classic conventions. Below is a shot form my common event list where at the top and displayed is the event for the custom menu which is quite lengthy...



The CMS has been another task that I have redone and rethought multiple times, but as the project inches closer to publishing, I feel the need to finalize it's lay out. For now I'm going to hide what It's actually going to look like, but I hope you guys will enjoy not only it's design and it's smooth ingenuity.

As for progression and leveling, one of my major focuses recently is determining what weapons and armor can be accessible, and how to make players think a bit more on how to develop characters, making a win-loss scenario when choosing development. The weapon system that I came up with is not as much an innovation on equipment use in RPG's as much as it is a tweaked sytem, with a few original bits and pieces thrown in. Below is the chart I created for the Eternal dusk Weapon manual that shows the possible weapon paths each class can take. (For a refresher on the classes and their respective tiers, please check out the images for Eternal Dusk)



Each weapon type has distinct disadvantages and advantages in battle so equipping your squad with the right classes and weapons will ultimately determine how successful you are in battle, in different parts of the story, and they can open up many optional opportunities later in the game. So choose wisely.

Hopefully this update gives you some insight on what is happening with the game and where it's going. And for those of you who have shown interest, constructive criticism and support for the game to this point, I thank you from the bottom of my metaphysical representation of one's soul!

Announcement

From the depths I hobble back toward civilization

So yeah... It's been a while!

So as it pertains to the RMN community as a whole I have been under a rock for quite a long time


Animated Gifs aside, I have really been trying to work on something worth showing pertaining to ED for the past couple months, but due to school, work and some of my other endeavors i have been restricted to the amount of time it takes for me to work on ED.

Good news is now this will change. I have alot more time and access to my game, so I will finish where I left off. The Blacksmithing system is complete (as far as the basic programming anyway) and the Torn dimensions TCG will soon follow as I hit the ground running with the speed of a genetically altered 300 legged adolescent horse. The Demo is really my main concern though, and I'm glad to say that many of the story bits have already been pieced together, and the portion that I wish to release in the demo is complete.

I still have to finish this blasted Overdrive system, but the tek grid is half way done. I'm thinking I'll release the overdrive system as a patch once the demo is out. Along with that patch will be a Torn Dimensions expansion pack that can be picked up from stores and dispensing machines.

But maybe that's getting ahead of my own self and putting my self at risk of falling on my face, a practice I thought I had learned to stop doing. Anyway expect a video, playable demo and more screens within the next month!

Progress Report

The Grant System

One of the major features of Eternal Dusk is the freedom of molding your characters as you see fit. Ultimately, the way one person levels up Axis will be different from the way I'll level up Axis. The class system that I previewed in my image gallery is one of the reasons for this such diversity. But even beyond that, the Grant System will make a multitude of possible outcomes for each character.

What is the Grant System?
The grant system is a character development system that allows you to purchase "Grants" that that allow your characters to learn skills and teks, use equipment, weapons, and gain stat bonuses.

Your Grants are displayed on a Grant Chain for each character.
Here is an example of a grant Chain in the game.


The Red Circle(Origin Link) on the board is the starting point.
The Blue circles (Grant Link) are possible Grant locations.
The Grey Circles (Chain Locks) indicate the Class Level Needed to Unlock.

Every Character's Board is unique, in size and outcome. Here are overviews of two other boards.

Schoud


Reina


As the shots above show the paths over all are different, and as you play the game you will find that the Options in each grant link are different also.

Grants
There are a multitude of grants that you will see through your character development. Below are a list of the basic Grants.

Stat Grants

Strength Grant


Defense Grant


Intelligence Grant


Agility Grant


Life Grant


Tek Point Grant

Tek Grants (Teks are the source of Magic in the Game. And yes the spelling is intentional)


Elemental Teks


Holy Teks


Hex Teks


Chrono Teks


Steyo Teks

Skill Grants


Silver Skills Grant- Silver skills are support skills.


Gold Skills Grant- Gold skills are agressive skills.


Black SkillsBlack Skills are specialty skills that don't fall in either Gold or silver categories



Drive Grant A special grant that is alot more rare than other grants, as it unlocks a special and unique Overdrive Ability that characters can use when the drive gauge fills up in battle.

There are also grants for weapon catagories

But how do I purchase Grants
You purchase these grants with Special Points you earn from winning battles. The amount won is determined by a variable difficulty calculation. Basically the amount you get from a battle is based on (difficulty of the battle) X (random # 2-4). Some occasions will reward a fixed amount.

Win Battles>>>>
Gain SP

This is an in game screenshot of the Grant Chain

The red box is the class of the current character and the next class level

Game Design

Torn Dimensions Card Game

Torn Dimensions TCG

One of the minigames in Eternal Dusk is the "Torn Dimensions" TCG. Early in the game, you will have the chance to purchase a pack of "Torn Dimensions" cards. After you obtain a pack, you will be able to participate in battles with other players around the world, gaining awards and rewards for defeating tougher players. More info and looks at gameplay will come soon!

A very WIP look at the game set up


The Alpha Series Character Cards (Skill Cards coming soon!). Each Card border color represents one of the six elements of the game (Air, Fire, Water, Earth, Light, Dark, respectively by row)

Miscellaneous

Big Changes!!!

The title is among the most important changes that have been made to the game, as you can see, the game is no longer entitled "Twilight Eternal" But rather "Eternal Dusk".

Also most of the characters have undergone reconstruction and respriting to avoid the use of RTP as much as possible.

A new title screen will be displayed soon along with screenshots of newly mapped areas, character sprites and video links! stay tuned.
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