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Progress Report

Happy New Year

New year, new download, new music, new plot beats, new dialog, new balancing, new abilities. You cannot finish Chapter 3 yet, but you can get about 1/3 of the way through it.

Will I ever finish this game? IDK. I've had remarkable success with my fiction writing over the course of the last few years, to the point where I'm looking at quitting my day job. Will it keep up? Who knows. But Seven Seals is on the back burner now. Actually, more apt to say it's off the burner but I'm keeping the lid closed and letting the leftover heat do its thing.

Is it playable? Good question. I think so, but I also have the day off work tomorrow and I'm intoxicated and I just wanted to get something out there.

New Projected Release Date: 2030.

Shut up. Whatever. Play it (but only if you want to).

Happy New Year

Progress Report

March Progress Report

Hi all,

It's been a while! You may have seen a recent blog post saying this game was dead. It was, but now it's not anymore. Shout-out to Sgt M for giving me a workaround to how to save my project from the clutches of the Steam cloud.

Anyway, it's been almost a year since the game updated (and there are big updates coming) so I wanted to take a chance to go in-depth with a lot of the changes that happened over the course of that year.

New Content

First off, Chapter 3 is done. Totally and completely finished, with the exception of a little more testing I need to do in the final section (more on that in a second). Chapter 4 is mostly done as well. There are some tweaks and bug-testing that needs taken care of, but about 95% of the chapter is in place. I can't say exactly when these chapters will be released, because I do have a lot of fun and exciting things going on in my personal and professional life and have less time to mak gam (heresy, I know), but it's not going to be another silent year. You can count on that.

Now, a long time ago, I teased that Chapter 3 would be different, and it is, because I'm taking some steps to put some additional role-playing in this role-playing game. While Chapter 3 will still have you put together a party, fight monsters, save people, get loot - yadda, yadda, yadda - it will involve a greater emphasis on choice and consequence, two of my favorite buzzwords. I won't outright say what this involves, but it's something that both Neverwinter Nights 2 and Chrono Trigger have in common. You can probably figure it out.

One last update in terms of story - Chapter 1 has changed in some significant ways. I think you'll enjoy them. There are new characters, redone enemies and boss fights, and additional scenes. These new things and changes bring me to part 2 of this post -

Updated Content

Clerics are faster.





Oh, you wanted more? Okay, fine. The class system has changed around. You still have the freedom to build your own party, but those characters are no longer mutes. Instead, they have backstories, dialog, and even come with pre-defined classes. But wait, I hear you say, I wanted to have an all-Pirate party. You still can, hypothetical reader! Classes and names can be changed at the barracks, though characters will still retain their personalities. This was something I had requests for and I was hesitant to do it at first, because I was worried about having a different personality for every possible combination of class and gender, but this is a good middle ground, I think. Please note that changing character's gender isn't an option, not because I didn't want it to be, but because having multiple sets of dialog with different pronouns and other accounting for gender was beyond my ability to code and the amount of time I'm willing to put into this project.

Beyond that, there are a lot of little changes happening behind the scenes. Re-balancing, lessening the event load on maps, some graphical updates - stuff that probably would be boring to list out all at once, but will have a really positive effect on the game as a whole.

Stay tuned for a release and more updates!

Announcement

The Game is Dead, Long Live the Game

At some point in the last few months, I was working on TSS. When I was done for the day, I hit save, as you do. I, foolishly, had cloud saves enabled for RPG Maker VX ACE, which I own through Steam. Apparently, somewhere between my computer and the cloud, something went wrong. Very badly, horribly, awfully wrong. Now, whenever I try to open this specific project with VX ACE, it crashes my entire Steam application. Every other project I've made will load up fine, but something causes Steam to self-terminate whenever I try and work on TSS.

The project itself is fine. I downloaded VX ACE from a, shall we say, alternate source, to try and troubleshoot, and when it's not running through Steam, it loads this project without any problems. But I'm not trying to finish making this game using pirated software, which I think is actually for the best.

I really loved this project, but, like a lot of first games, it ended up being pretty derivative. I don't plan to stop making games, but I've moved onto other projects that are a little less carbon copies and a little more inspired.

What really kills me is that I had finished up to Chapter Four of The Seven Seals when Steam decided to go down and I'd gladly release what I had done, but, just before cloud saves screwed me over, I'd moved the start position to a random town map for some testing, and so the game is unplayable now. You can wander around one, very nice, town in Chapter Three, but going to the world map crashes everything, you don't have the right party members, etc, etc.

I'd like to thank everyone who contributed to this project with testing and feedback. I'm sorry that it has to end this way, but I'm happy that I'll be able to create some other, maybe cool, games in the future.

Progress Report

Delay on Chapter 3 Release

Happy New Year!

Unfortunately, I wasn't able to get Chapter 3 ready for release by today, as I hoped I would. It turns out that, when you don't touch a project for over a year AND don't exactly leave the best documentation for yourself, it's really hard to just jump straight back in and get to work.

In particular, my outline for the plot of Chapter 3 was nonexistent, probably because I felt I knew what needed to happen last time I worked on the project and didn't feel a need to keep the outline around anymore. As a result, I had a bunch of maps, named characters, key items, and other elements that were clearly important to my plans from over a year ago, but are totally unknown to me now. That led to me having to do a bunch of work to try and just piece things together before I could start putting together the new stuff the chapter needed. Thankfully, I did keep a record of things like enemy stats, boss fight details, and item locations, so it was easy to take care of those tasks.

Plotting out the chapter wasn't too difficult, even though I did have to work around towns and other already created locations that I'm sure had a different purpose for past Scourge, but I also wanted to make some changes to the flow of this one so it doesn't feel as much like the previous two chapters. I decided I wanted to put a little more role-playing into this role-playing game, and, as a result, Chapter 3's climax will involve more dialog options and investigation. I'm being intentionally vague here because I want the end to be a surprise, but I'm hoping you all will enjoy it. Not to worry: there will still be a nice boss fight waiting for you!

Announcement

I live, I die, I live again

Hey ya'll, remember when this game was a thing? Well guess what: it still is.

After last May, I basically stopped thinking about this project. I had a lot bigger fish to fry. Things went crazy: I left my job in March of this year and hiked one of the US's long trails, one of the 2,000 plus mile ones.

When I came back, I wasn't really interested in working on the Seven Seals (or any other RM project, for that matter). That stayed the case until I started messing around and making some maps. There's something weirdly therapeutic about mapping with RPG Maker and it was nice to make dungeons and towns and everything without any sort of purpose to the whole thing. Eventually though, I did want a purpose to them, and so I started work on a new project, The Mercenaries, which is inspired by Suikoden.

But, as I worked on the new project, I realized how much I wanted to bring this one to a close. So I started playing my own game, which I hadn't touched or thought about for more than a year. It was kind of fun! With the perspective of time and personal growth, I saw a lot of new areas for improvement and I'm pleased to say that I've been doing extensive work on The Seven Seals since last month.

The game has had some quality of life improvements made and I've made further progress on Chapter Three. I don't think I'll be moving at the breakneck pace I was in 2017/2018, but I do feel confident in saying that Chapter Three will release by the end of December.

To all who've been waiting for the return of TSS (there's got to be at least one of you, right?), thanks for sticking with the game. To folks who may be seeing the game for the first time, welcome! I'm looking forward to doing more work and finishing the project in the future.

Announcement

An Update

Hello everyone!

I'm sorry for the long silence on The Seven Seals. I was really trucking along until May, when my two-and-a-half year relationship went on the rocks and then fell apart. I don't intend for this update to be a sob story, but, as you can imagine, this was hard. As a result, work on this game fell off of my radar completely; I know longer had the mental energy to devote to it. A lot of my free time was instead given to putting everything back together.

Due to this, there hasn't been any progress on The Seven Seals since my last update post. The game remains where it was then, with about a third of Chapter 3 completed. This game is still something I care deeply about and want to complete, but I can't make it a priority anymore. However, that doesn't mean I'm canceling it; that just means that progress will happen at a slower pace from here on out.

Again, my apologies for the silence. If you've stuck with the game in spite of that, then thank you! I'm grateful for everyone who has given TSS a try, offered up feedback, or even just left a comment on an image or a blog.

Here's to the future!

Announcement

Hiatus Until June 3

Hi all -

The Seven Seals is being placed on a brief hiatus while I work on a short game for the Seasons of RMN event. I needed a brief break to keep from being burnt out on this project and the event offered a really good opportunity for that. Progress has been good, but slow, on TSS, and I'm looking forward to getting back to work on it after the end of the Seasons event.

In the meantime, consider checking out my game for the event (once it's approved). It's quite different than TSS, but will hopefully still be fun!

Announcement

Super-Mega-Turbo-HD-Remix Edition

Hello all!

This will be a very brief blog. The Seven Seals has received a bit of a facelift and a, uh, voicelift, I guess?

Numerous mapping errors have been fixed in this newest release, and there are a host of other changes as well. BGMs now loop correctly, though there a few that don't loop seamlessly, but that's because adding a loop point would feel a little awkward with the song. Many attacks now have custom animations as well, though not as many as I would like.

There are still quite a few areas that still need some polish, but I'm rushing out this release because Waxius contacted me and informed me of a game-breaking bug regarding the music in Royan Castle. I wanted to fix this ASAP, so the game is still lacking the shine it will have in the next major release, but that will come soon.

Big thanks to Waxius and, if any of you happen to catch bugs, please let me know! I've tried to be thorough, and my testers do a great job, but something always slips through the cracks.

Progress Report

Coming Up Next!

Now that Chapter 2 is out, it's time to talk a little bit more about upcoming releases and plans.

Of course, I have started work on Chapter 3 (there are already a few images up on the game page) and have a few towns and dungeons ready to go, as well as enemies, a plot outline, and ideas for puzzles and the like waiting to be implemented.

Looking back over Chapter 2, I think it hits some of the same beats plot and environment wise that Chapter 1 went over, particularly in how the characters interact with the plot and authority figures. With that in mind, I'm pleased to announce that Chapter 3 promises to have a different feel in a number of ways and it should, hopefully, feel like a unique experience and not a retread, which is also my goal for all chapters moving forward.

However, the next major update for The Seven Seals will NOT be a release for Chapter 3, but will instead be a major quality of life update. There are still some issues with the game in areas like mapping/passability, dialog, and audio files. With that last one, I'm aware that a lot of the audio doesn't repeat properly which can lead to some awkward silent sections in battle or when exploring. I absolutely want to fix that with the next major release, as well as put a new coat of paint on the game in a few different ways, whether that's tackling the aforementioned mapping errors or adding non-RTP animations (I can't promise they will be truly custom) to the game.

Now that I have a very solid playable foundation, I want to spend a little time making sure elements of the game are polished. It's definitely easier to go back now and make small changes instead of going back once the first four chapters are out!

I'm not going to place a hard deadline on this QOL update, but it's mostly a lot of dull, but quick work (looping OGGs is not a difficult or time-consuming process, but it is a mind-numbing one) and so I'd like to have a more polished version of the game available within two weeks, hopefully followed by Chapter 3 in mid-May.

As always, thanks for supporting, downloading, and, hopefully, enjoying The Seven Seals. I'm always open to feedback about the game!

Announcement

Chapter Two Out Now!

Chapter 2 has been released! The download link is now up and running.

This chapter makes some comprehensive changes to chapter 1 and also adds the entirety of chapter 2, if that wasn't quite clear yet. For a complete changelog, you can always check the changelog tab on this game profile.

Some major changes include the addition of new areas and shortcuts to chapter 1, an improved teleport system, rebalanced classes, a better shop window to make seeing the differences between pieces of equipment easier, numerous bug fixes, improvements to dialog, and more!

I'll reiterate that the estimated play time for chapter 2 sits at around 4-5 hours, bringing total play time up to 8-10 hours for the game as a whole.

Chapter 2 has fewer dungeons than the first chapter, but they are generally much more involved and have more going on besides "walk from point A to point B while beating up on monsters."

Some general feedback is that this chapter is a little easier than the first, which is something I was aiming for in development.

As always, I'll include some notes on party composition below. If you are stuck on this chapter, please consult the FAQ/Walkthrough page or leave a comment on the game profile.

Party Notes:

1. Errol, Warlord, Bard, Monk:

Monk was overpowered early on and the Warlord was a good choice for the whole chapter. Bard dominated in the mid-game and then fizzled out towards the end. This was a difficult party to succeed with. Not having reliable magic damage really made the second and third dungeon a pain and not having a group healing spell made the final boss a nail-biter, but still doable with a few attempts.

2. Errol, Paladin, Gadgeteer, Black Mage:

Almost perfect in terms of synergy. Paladin carried the team for a while, but the BM was essential, especially in the last dungeon. Gadgeteer was awful for the early-game, but really blossomed by the end. The Boomstick gadget destroys the chapter boss and many enemies in the last dungeon.

3. Errol, Warrior, Ranger, Red Mage:

No group heal caused some fights to drag on at times, particularly boss fights, but this party worked well together. Warrior and Ranger are good choices; Errol is not the combat powerhouse that Marcia was. There are more areas with poison tiles, so Traverse came in handy.

4. Errol, Gadgeteer, Skirmisher, Bard:

Great synergy from this party. Bard performed really well and the Skirmisher hit hard, as they tend to do. Gadgeteer was great too. Fights with enemies who are immune to magic damage were a little more difficult to get through, but Errol has Flee as an ability, which made avoiding tricky battle much easier.

5. Errol, Cleric, Paladin, Gadgeteer (Gadgeteer was a weirdly popular choice this time around):

Cleric and Paladin were somewhat redundant, but the Paladin did really well against the undead enemies. The final boss felt easy with this party and the Cleric's healing spell did wonders for keeping everyone alive. Gadgeteer is a useful class, mainly because lots of enemies are weak to fire damage and the Boomstick gadget tears them to shreds.
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