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Announcement

Chapter 1 released!

Yay, it's finally here! After a bunch of setbacks, the game is in a playable state without any major issues...I hope.
This release contains the entire first chapter of the game and should take about 3-4 hours to complete. You'll need WinRAR to extract the archive, though I assume most of you have that nifty program installed already.

The only real concern I have with the game in its current state is how it feels pretty easy, though that may be because I know everything there is to know. Then again, I don't want the game to be as hard as the original Blood Haze, at least not in the first chapter.
I also made some changes AFTER my playtest, hopefully none of them break the game in any way but if you run into anything major, make sure to let me know! I can still re-upload a new demo if needed, but once I start working on Chapter 2 that's going to be a lot harder.

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PATCH 1.01 NOTES
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-Increased player speed by ±15% (Please let me know if this breaks any events in the game)
-Removed a line of redundant dialog, changed some others and added a dialog box for when Marlene gives you some recovery items at the beginning of the game.
-A dialog box will now be triggered whenever a food effect expires.
-Replaced the Excavators Guild theme with the one from the original.
-Replaced the Nirram Mines theme, which is the theme for Gharos Ruins, with one from the original game.
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PATCH 1.10 NOTES
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-Replaced the lighting system with a newer version to get rid of lag. Includes dynamic shadows! *DUE TO THIS CHANGE, OLD SAVE FILES ARE NO LONGER COMPATIBLE*
-Removed Pathfinding script to reduce lag.
-Fixed some word wrap issues here and there.
-Fixed a softlock issue when completing Melanie's Sidequest.
-Fixed a softlock issue in Brynhildr's Realm.
-Fixed a softlock issue early on in the game if the player approaches the bed diagonally.
-Fixed an issue where pressing "No" when asked to proceed to the boss fight in Brynhildr's realm to cause the game to skip the fight and softlock.
-Fixed the issue with Harvest points not respawning properly if the player has any kind of Food Effect.
-Fixed an issue with the Confusion ailment causing the character to act on its own even after it was cured.
-Fixed an issue with a boulder north of Gharos Village.
-Fixed some spots where it was possible to go out-of-bounds or walk on impassable terrain
-Gharos Ruins is now slightly easier.
-Gharos Forest up to the hotel is now slightly harder.
-The fight against Chelsey is now easier.
-Enemies in the Nirram Mines are now slightly more resilient to damage.
-Increased the difficulty of the fight against Emissary.
-Replaced the reward of the Emissary fight from "Physical Booster" to "Fire Booster"
-Decreased the stats on the Messenger craftable item.
-Changed the behaviour of the Confusion ailment. If you are inflicted with it, you can no longer gain Extra turns with that character. For enemies, they can no longer gain the "Surge" state. (In the demo, confusion when used by the player still causes the old effect. Confusion used by the enemy uses the new effect)
-Reduced Escape success rate to 60% (down from 100%). Hard mode disables escaping entirely.
-Added two new "Gameplay Tip" statues to the game. These explain the different stats (ATK/SPI etc.) and Ailment effects.
-Enemies will no longer do a "walk up" animation when attacking with certain physical attacks.

Progress Report

Progress Update #2: 12/11/2015

Hello again!

Man, Xenoblade Chronicles X sure is a good game! What's that? Creating your own game? Psshhhh, who needs that now that our lord and saviour has descended upon us?!?!

So, as you may have noticed, there's still no demo?! What's going on?! Well I've been pretty lazy that's what. Thankfully I actually don't have all that much left to do, the mapping of all the side areas is done. All that remains is to implement the actual side quests, go over the dialog again, do some minor fixes and then play test it to find any balance issues. Theoretically this shouldn't take too much time...

But like I said, Xenoblade Chronicles X is a good game! I gotta play it, so I'll have to find time in between playing that, work, drawing etc. to work on this game.
But I'll promise that I get it out of the door before the end of the year, see it as a nice christmas/new years present I suppose.
That's really all I had to report on today, I know it's not much but at least now you know that Xenoblade Chronicles X is a good game and you should go out and buy it! Now!

I'll be back in a few weeks! Take care.

Progress Report

Progress Update #1: 10/20/2015

Hello people of the internet,

It has been a while since my initial blog post concerning the remake. So here's our first (and definitely not last!) progress update!

Currently, chapter 1 is done, save for the side-quests and optional areas. This is going to take me roughly a month to implement, at which point I'll release the demo for you all to test. So expect it mid/late November.
This demo is one of the few opportunities to quell any major balance issues, and get feedback on some of the gameplay design choices. As I get further into making the game, changing these systems is going to become progressively more difficult, so early feedback is important!

Anyway, I feel like the game is in a good place right now. Though I am a bit saddened by the fact that MV is coming out so soon, cause I would have preferred to do the remake in that instead of VX ACE. Ah well. (I'll be sure to dabble in it regardless!)

Well, that's really all I have to report on for now, so I'll see all you folks again in November(-ish)!

Announcement

What's going on? What is Reborn?! TELL ME!

Calm down, fellas. Things have changed quite a bit on this page but I can assure you it's for the better.
So let's answer the first question, what exactly is "Reborn" and what does this mean for Blood Haze?

Reborn is a remake of the first game, built from the ground up on VX ACE as opposed to the original's VX engine. Why a remake? There are a bunch of reasons. Like how I wasn't satisfied with the completed version of Blood Haze to begin with.

Looking back, it was quite a mess, with some terrible design decisions that held back the game massively. The biggest flaw was definitely the build-up system, way too many numbers to keep track of for the average player, not deep enough to satisfy the advanced player. This system was added last-minute, because I happened to stumble upon a script one day and decided to add it. I liked numbers, I still do, but it simply didn't fit the game.

I also wasn't satisfied with the way I handled the battle system. PTB in general is pretty "snowbally", as in either side tends to obliterate the other in 1 turn, because that's just what happens when you can get so many extra turns. However I'm sure there's a better way to balance it to make that happen less often. Blood Haze 1 was very punishing, especially on boss battles with gimmicky elemental resistances and elemental patterns. 1 mistake was death, it wasn't really all that fun at times. I am hoping to remedy that as much as possible.

But gameplay issues aside, the MAIN reason for a remake...is the story.
Anyone who has beaten the first game obviously knows I intended to do a sequel, but after thinking about it, I have nothing to build a sequel on. There's a lot I want to do and tell in Blood Haze 2, but the ideas simply wouldn't work without a lot of retconning. Basically, I cannot start working on Blood Haze 2 before I revamp the story in the first one.
That's what this remake is mainly for, it's to set up the story so that I have more to work with when I begin production on Blood Haze 2. This doesn't mean the story will be completely different, the majority of events will stay the same, just presented differently. Scenes will be added, or removed as I see fit. I want to make more characters important than just the main 4. Antagonists should have proper motivations etc.

It's a lot of work in any case, I started working on this game roughly 4 months ago and I'm not even done with the 1st chapter (out of 4). Though most of that work was prep-work, so I can add content a bit faster now than I could when I started out. Still, the estimated time of completion is November 2016, which I definitely think I can make. The only question is if this is with or without all the post-game content I have planned, we'll see...

Anyway, I hope this has shed some light on the current happenings.
Chapter 1 is about a month away from completion, once it's done I'll release it as a public demo. Currently I am not 100% sure if I want to do a new "demo release" with every chapter, or simply wait until the entire game is complete before I release it. I'll keep you guys updated.

Well, thanks for reading in any case! I'll do regular (weekly/bi-weekly) progress updates on the game until it's completed, so please look forward to those.
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