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Opus and AoA

For the last few months I found myself spending my spare time tinkering with an old project of mine - one I have not touched in almost four years. What I found fascinating was the custom, event-based battle system I had started developing. I'd forgotten just how much work I'd actually put into it. Now, with the help of a few nifty DynRPG plugins, I've nearly completed it. Working on this project the past couple months has led me down a very nostalgic road and I consider myself a stupid, sappy romantic, so I started getting worked up about making RPGs again.

And so this project was once again, born anew. And as such, I thought a fresh new title would be appropriate. There are also, of course, more substantive reasons for the change in the title. This game will be vastly different from the one I was working on four years ago. That's where AoA comes in. AoA was the old project - Apathy of Angels. And it was a great stepping stone, a learning curve, but now something very different is coming along. I'm feeling much more confident going forward with this new project and I expect development to move very quickly now that the battle system is nearly complete. Also, a large majority of the maps, the skill tree, the characters, story and events are already there, ready to go, I just need to implement some new details, graphics and the all-important battle system.

So I hope this is the beginning of something great. I'm feeling very optimistic. I'm excited for any and all feedback, especially criticisms. I know there's not too much to look at right now, within the next few weeks, I plan to release a tech demo. Tentatively, I point to the end of March. Prior to release, I will announce an official date.

So, that's it. I guess this is the announcement that I'm officially picking this back up an running with it.