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Progress Report

Progress Report XX: Hurrah! I've done all of the basic framesets!

... For playable characters, excluding more-to-come skills... *sigh* And then, I can reveal a new (and last) playable character: Dolores!


She's a scientist. Too bad she haven't belong to any facility yet. She strives to study stuffs. But first, she enters the Hunters Exam to ensure her living as a Hunter. Then... you know the drill :P.

She's the last character, so, yeah, only 6 playable characters in this game. Personally, I never liked super large roster of playable characters in RPGs. 6 characters is ideal for this game.


PRICEY PURSE OF HONOR!!!
Nah, that's no purse. It's a mini cauldron, her weapon. It's a spirit tool that mixes up (spirit) stuff. Spirit casting by mixing is called alchemy in Traust. She'll do the buffs and sabotages in the party.

NPC sprites have been made nicely by the spriting team, but I'm too tired to put them in the game for now, so I'll show them off on next progress report...

Later, folks!

Progress Report

Progress Report XIX: I'll think twice when making weird hairstyles... NOT!

Weird (and complex) designs obviously gives headaches when spriting. Let's see...
A palm tree head,
a scorpion head complete with its tail,
wait, this one's normal.
this one's rather normal, too, though the bloaty end comes in mention.
not much trouble. Pineapple heads aren't as extreme as it looks.

And now...

A sprout head.
It's still WIP, really. I'd say that her weapon is rather unconventional, too. No, not umbrellas. Umbrellas are subtituteable as swords or sticks.

I've been busy recently from work and other projects. Plus, I'm currently in an exam (damn you, maths!), and tomorrow is the final one. It's about programming, so I decided to take this day to sprite one last playable character, slowly :P

Besides that, the composers have been making many of awesome tracks, albeit the stages for them isn't ready at all!

Later, folks!

Progress Report

Progress Report XVIII: Detailing Ghembo's prowess and more.

Saludos, amigos. Espalda con otra actualización.

I'll stop tinkering with google translate for now. I've added some skills to Ghembo's arsenal. Not much, but it should be enough to define his battle styles. I'll explain it here a bit.


His weapons are a pair of spirit guns: Khambhing and Ghembhel in their initial forms. This is not a fire gun, but a spirit gun. So, the ammo is Ghembo's spirit, as the guns' slinger. He can attack pretty well (and even twice!), but he mainly shoots, dealing spiritual damages. There are two branches of build available for him in his style route: Chaos Sniper and Silent Assaulter.


Chaos Sniper focuses in sniping for high damage and in a large area! He'll still tad slow, but you know that power's better than speed, non?


Silent Assaulter is faster, more rapid, and finishes of one target quickly. He's slow from start, but put a faith, will you?

There's one more thing to tell, but this is pretty spoiling. Open if you dare.
Remember Chloe, the mute girl that can't attack at all? If you've snooped her status screen, you'll notice that her attack is the highest among the others. Ironic. The irony is not without answer, however.

She can fight.

She's planned to be able to be either an attacker or a support character, but details can be done later since I haven't made any of her skills yet :P


If you've noticed the shots above, did you notice that the shadows got changed from detailed to very simplistic like that? I gotta pull out the detailed shadows to prioritize buttery smoothness of the game. After all these years, the main cause of my friends' laptops is the shadows! It's too heavy! I prompted to make the shadows simpler now, and proved that the game got much smoother.

Did I really pull out the detailed shadows? Not! If you want, you can turn on the detailed shadows via the option menu. Simple, huh? Don't force yourself if you bound to lag with it.

That's all for now. Bye!

Credit to numfanklewhat for giving Ghembo a sombrero hat.

Progress Report

Progress Report XVII: New character added (at last!)

Phew, I'm beat...
But it's all worth it!


A new playable character has been added: Ghembo!

He's a gunner who seeks revenge for his fallen tribe, and seeks the truth why his village was destroyed by the Kingdom. For this reason too, he seeks for the Artifacts.

Other than him... No other significant news here :( The crews are still procrastinating, and I'm expecting the illustrator to make something... I hope he can draw burly guys; he draws too much girls.

That's all for now. See ya!

Progress Report

Progress Report XVI: Merry X'Mas and Happy Holidays!



It's already Christmas again. Time flies so fast, and the crew have been resting for pretty much time since the last demo out. Time to work our butts on again, at least, while we're not out on vacation :P

I've been rusty since I haven't drawn for a long time, so I need to take some warm ups before I sprite new playable characters here. My main skill is as a programmer after all. Talk about programming, the team is currently building the game's weapon crafting system. We've planned this on start, but we're just too lazy to implement it :P. And the crafting system is not like others, too.



The gist is crafting weapons means unlocking them, not upgrading the weapon themselves. Furthermore, considering the game's non linear nature, the weapon line can't be linear. So I planned to make the weapon line accessible at anytime as long they've been unlocked. This is gonna be tricky, really. We haven't decided the enemies in each respective dungeons, no clue how will the weapons be!

I think that's all. Merry Christmas and happy new year! :D

Oh yeah, what do you say if we make an official walkthrough? You know, since the enemies' AI are unconventional... So many complaints of cannot go through the first boar!

Game Design

Learning Curve is Fatal

As people play this game, not a small number of them stuck while fighting the first boar... Particularly not the weakest, but I do think that I made the boar a bit too strong. A single charge of his depleted 2/3 of Lyka's HP! Guess what? I expected the players to use either guarding or moving at that point, 2 very peculiar mechanics of Cruna Aktrid, especially when guarding is really underrated...


No one will guard at their first battles. Mind you.

This is my fault too. I should've expected that the players don't know about the game's deeper basics like guarding and moving. I forced them to use it in the first place! Players expect that in RPGs, they only need to attack and heal to survive and win! Cruna Aktrid's basic of survival lies in guarding and moving too, but none of the players will notice this in their first time. I've scared them away by forcing them learn that they have to move to another panel to survive their first, maiden battle.

The latest patch has fixed the enemies' difficulty especially the boars' power. I hope the scared players can patch their game and delve in again... I'll never force them to learn the most peculiar basic in their maiden battle, ever again :(

Thanks for reading my rant here, and I hope you guys learn from this mistake as well.

Announcement

Progress Report XVa: Aw yeah! 2ND DEMO RELEASED!!

Okay, now the 2nd (and final demo) is up! It really took more than one year to make a fully realized 2nd demo... around 2 hours or more, I think :(

The testers yesterday said that the battles are cruel, but I think that they just didn't exploit many of the game's maneuver features :P

Happy playing!

Progress Report

Progress Report XV: Beta testing and polishing is on the way.



Looks like the 2nd demo can make it this November! Currently, I still need to do some polishing (NPCs and stuff) and let the game tested first from bugs and all. It'll be available at 30th November!

Really, procrastinating is too dangerous... :(

Progress Report

Progress Report XIV: Oh boy, now I can't just stand around.

Really, procrastinating bound the team's eventers away. Time doesn't wanna wait, either. I'll make sure the new demo is playable by the end of November, I swear! Good thing that the mid exam is near.

But I've uploaded some soundtrack teasers! Enjoy!

Battle Theme:
http://youtu.be/r20vmF3K6-k

Forest Theme:
http://youtu.be/akEbGMsoLdg

I gotta say that they really do great! Don't miss the demo!

Progress Report

Progress Report XIII: Err... This November... Regretably...

... Bah, too much procrastination... But the enemies are mostly enough for the demo... :( Sad to inform that we can't make it early November... But this is STILL November, right!? Procrastination is such a difficult thing to control, especially when you're still a high schooler...

As I said, more enemies are added enough for the demo. The main problem is the events... Barely any progress... I gotta think about this, fast... At least here's some sneak peek:





I hope we can make it mid-November... If procrastination doesn't impede.