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

Progress Report

Update #3

Even with Enelysion released, I'm still trying to make time for this little project of mine who will hopefully grow up to be like her big sis. XD I've only been doing maps for now ( but I'm only up to No. 40 now ) and I want to map out all the playable areas for the 90 minute demo, before throwing in the usual battles, treasure seeking etc. I'm under a wee bit of pressure tbh now ( not for this project, of course. It barely registers a blip ).


But as we know, pretty maps is not enough, now is guys? Maybe it is for some of the graphically-obsessed dudes who think making parallax maps equals an awesome game. -_- But me, no. Don't compare my maps to that. Same with Enelysion. Every map in that game was done in the editor. 0% parallaxing. =)

Anyway, aside from my mini-rant on top there, I am trying my hardest at both projects here on this site.. Oh, and I'm finally a somebody ( 1000+ Makerscore, lol ).

Progress Report

Update #2

Been working on a few more scenes ( now that Enelysion has been uploaded to both Mediafire and Dropbox, I have more time to work on this now =) ) I still like the classical world map that the player can traverse ( I'm a fan of quick travelling ). So I'll probably add one in. I like giving the players options and I also like to explore detailed maps looking for loot XD ( hence, I have interconnected areas as well. ).


The classic overworld map.



And here's yet another villain? that you will meet when I release the 1.5 hour long demo (up to 45 minutes now, development wise). Because there are so many scenes in this game, things will unravel quite quickly, and I still sort of have to get used to the idea ( since the pacing in Enelysion is a lot slower. Tbh, more happens in the 1st hour of LoTL than in the first 3 hours of EHD. The villains in the latter are also more 'in the background'. ). But I still want to pace the character's relationships with each other, despite the rapid pacing of the plot.

 

Faceset has a border now instead of that plain black outline.


In-game testing. I'll probably simplify the messageback. I love this character already. ;_;

So, that's all for now. =)

Progress Report

Update #1 and eventual aims.

While this may be a visual novel at first glance, my eventual goal is to develop Tristian: LoTL into a full-fledged RPG game, but without the bells and whistles I see on so many VX/VXAce games nowadays ( fancy menus, excessive systems, complicated-looking battle systems with custom sprites etc. ). I have always preferred simplicity and clean design for my game choices.




I wish people would stop pestering me as to how I get this lighting effects without the use of a script. It's just an overlay with a tint. -_-

Because creating immersive game worlds, atmospheric settings and characters ( avoiding the usual stock-standard JRPG archetypes ) is my strength ( at least, that is what I feel. All I know I'm real damn good at is mapping without the use of parallaxes -_- ), I will focus on that. While this may be a huge turn off for most players who like a JRPG with all the bells and whistles attached, I am not a developer who caters for that demographic.

*rant*
If you ask me, too many developers are jumping on the VS/HK bandwagon of making their games fancy and pretty with little to no development on the game world and its characters... Said game I played for five minutes before turning it off. And I'm seeing that mapping style being copied so much now. Makes it pretty hard to distinguish one's game, tbh.
*end rant*

Ahem, had to get that off my chest.


And I keep my battles simple.

And that's it for the game's first update. Laters.