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

Progress Report

New Updates

We're not dead, yet.

Graphical Update
This first update is a complete revamp of the mapping for Spirit Timer, we felt that although the maps looked amazing as is, we wanted to bring the darker side of our maps out more, make them more "grittier". if that's the word for it. but anywho...we'll just let the maps speak for themselves:




Music Update
I've begun work on the official Soundtrack for Spirit Timer, originally we were using some beautiful Royalty Free music from Kevin MacLeod, however it was decided that although the music that we chose was beautiful, we wanted the feeling of the world of Sommini to be referenced fully in the music. So for the end of this blog update I welcome you to listen to just a small sample of the OST

Request

Engine Change: Visual Vs Audio Cues! Even more updates!

Progress has been going fast with Spirit Timer, first of all We have a HUGE shout out to a few members who have really helped with the development of Spirit Timer, whether it be with Script Conversions and Support, or new beautiful Art :)
We have a huge list of thanks to create, but a few special thanks are:
  • Galv
  • Tsukihime
  • Cecillia


On to the Updates:

New Feature:

We've upgraded the engine to VX Ace, as in some respects we felt we rather broke VX when we created Slenderman's Army, and we are STILL fighting with bugs that are struggling to be fixed. We decided it was high time we used VX Ace! So we managed to recreate the game in VX Ace. This has given us the ability to add more immersion as whilst it was a good project in VX. It needed more, to make it more enjoyable.

It was whilst watching a video review of a game, in which the LP'er mentioned how well the soundtrack added to the project, it made the game a more immersive experience. It started me really thinking about how we could make Spirit Timer more immersive.

The aim of Spirit Timer isn't to scare the hell outta you, there are minimal jump scares. Akal spends his entire time running out of time. He has limited time, he has to find his way to freedom, as quick as possible.

In it's current state we felt that the project didn't give that feeling, whether it be because we knew what was happening but the fact remains we wanted it to be as an immersive experience as possible. We wanted to make the player FELL as uncomfortable as possible and bring a sense of urgency and fear to the game.

So we've added a few screen effects:

As the game progresses and the timer ticks down, cracks appear on the screen making it harder for you to see. Akal's world breaking apart at the seams.
We've also added the sound of Akal's heartbeat, to symbolize the fear that his life force is draining.

However, we need your help....
I want to know your thoughts on the Timer. The entire game ends after 30 minutes. I'm trying to decide whether we should keep the timer viewable at all times. Or whether it should only be shown when something changes with the timer (It increases/decreases) to increase the aspects of immersion. If you could let us know your thoughts below I'd really appreciate it! :)

Also, announcing the new Character Art by the amazing Cecillia of RPG Maker VX Ace forums:
She will be desiging all of the character art and the CG Cutscenes for the endings :)

Graphical update number three is the WIP sprite that we're creating right now using Archiea's Sprite Base:


We're so busy it's maddening :D
Any feedback on the sprites would be amazing, also let us know what you think about the timer situation?

Progress Report

Reviving and Updated Topic

Hey there, it's been a while. Since I last wrote here, I had released a small demo, which was for want of a better word. Broken. As you might have noticed, it's been removed. This is due to the fact that its completely updated and remade. It's gone through a complete upheaval and nearly everything has been updated.

We've completed the School Room, the dynamic puzzle that changes each time you play. We've gained support from Karen Dellaway, who is very kindly going to supply the voice of The Saviour. We've added more puzzles, all the maps have been updated and now we are nearing the full release.

We've been working on the puzzles and traps for the final areas. We've improved the storyline, and we're VERY close to offer the beta test. As long as everything goes to plan. We are hoping to release by May 15th. :D

As of right now I am waiting for the upload of the trailer for the game. Only another 18 minutes to go.

We've added some extra screenshots to the page, and edited the CSS to make it look slightly similar to the game page over on our website.



It's all coming together, what was originally going to be a learning game for me, has now turned into a fully fledged project.

We are almost at the point of requesting Beta Testers, so if you're interested feel free to PM me or write a comment below.

Thanks for your support!

Progress Report

Version 1.2 Demo Release and New Features

So, with Spirit Timer released on RMN. We already have updated from V1.1. Download available now.

Anyway onto game updates:

V2.0 will introduce a few new features and editions to current features.

New Features:
Time Crystals: These crystals are formed as a bi-product of the Choice. The Time crystals are full of Spirit Time, which upon activation increases your Spirit Timer.
New Watcher: The watchers are becoming more hungry for your Spirit Time, therefore more dangerous, they have become faster, and they acquire more of your Spirit Time then previous Challenges.
Letters: Did it occur to you that soon someone would find the letters A. Friend was sending you. Discover what happened when the letters are discovered.
Puzzles: Like switch puzzles, and simple step on this to escape. Well sadly there isn't anything like that here. Switches are used, however you've gotta get a way into the room first...and keys would be great, but it seems exits have a mind of their own

That's all for progress report this time. Speak again soon
Pages: 1