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Game Design

Updates May 2020

Hello all! It has been a while, but have finally been able to start working on Escalia again. Despite the eye still being wonky, especially when I get tired :p
Thank god for zoom functions on the pc!

So what have I been up to? First of all, I finally finished implementing the portrait system for all the dialogues I had. I've been rewriting some parts of the story. Now everything is pretty much done, except that I need to implement the dialogue for when the events in Aldwyn Cave end. The demo will stop after that, as the player can't leave Aldwyn. The worldmap isn't implemented in the upcoming demo.

eDeus and I have also started world building. Several storylines have been thought up, more information regarding new (and old) places. Some samples of what is to come:



And yes, our dear Innkeeper finally has a face :) the plan is to eventually have all named NPCs to have a face, but there might be a running gag here and there. Who knew all weapon shopkeepers were related, right?


Yes, you will meet her more often.

I have also finally added a codex, and got rid of the evented tutorial book. It was way too much work to get it to look right, and hard to edit if things needed to change, as the tutorials were all images.


Aside from that I've been cleaning up a lot of events, back when I started to work on this game for IGMC I prety much had no clue what variables were used for and used sooo many switches to get everything done. E.g. Caelmor laughing = on, Caelmor casting = on, Caelmor hunched over = on, Caelmor dead = on. I think I got rid of 30 switches already. I also started cleaning up the databases, although I still have states and skills left to clean up. eDeus also worked some more on the new skills for me, which also still need to be implemented (they're in a seperate project).

I also added a few soundeffects, so when you get close to a waterfall, you actually hear one. The same goes for fireplaces and clocks.Turns out I literally had no background sound effects in my IGMC version. Woops.

And as you probably have noticed, I have a new GUI! Here it is in action:


Now, this is future stuff, but seeing as sadly, the tilesets I'm using at the moment won't be expanded by the creator, I'm going to see if I can combine at least the exterior tiles with a different interior tileset.


This is a very rough edit, and I might have to go with 3 tile walls, seeing as the tileset is slightly larger, or edit the tileset to be a bit smaller. Either way, I'll map with placeholders and swap things along the way.

For now I'll finish writing the dialogues, get some sprite edits in, add the skills and everything should be ready to betatest. Finally. After that I'll start work on building the worldmap, Mireglen, the royal library (where Fayhe wants to head first to look up data about magical inheritance) and so on :D

Miscellaneous

Betatesting temporary postponed

Hello all, I'm about 4 weeks post-op now (I had a retinal detachment again, and got a re-fitted scleral buckle). Sadly my eye was quite bruised/damaged during the surgery and my sight still isn't doing well (seeing double, crooked and some deformation) and I'm afraid I need more time before I can start work. Been a hard month for me, the recovery has been quite painful. Still hoping it'll recover, even if partially, was told it can take months to heal so fingers crossed.
Once my sight gets a little better I'll resume work and I can send out the beta. Got some nice ideas for Escalia in the future as well, but I'll post about that once the beta is out of the way.

Request

Betatesters required - in about 4 weeks time

Hello all,
Originally I was planning to upload the new beta this week, but seeing as I have to undergo an emergency eye surgery tomorrow (my retina is unstable/loosened) I have decided to postpone the beta release seeing as I still have to sort out some bugs/implementations first, and I'd rather not rush-upload something today that isn't completely ready-for-testing. It'd also be hard for me to reply to feedback or questions seeing as I won't be able to see properly for a few weeks.
That said, the beta is coming, and I'd love for people to tst it out in about 4 weeks time, when I should be mostly recovered.

Game Design

New logo! New character page!

So it's been a while since I've updated the main page!
These changes are for the NON-IGMC version of the game.
First of all I've added a new character page. It's by no means finished, but it does contain a new playable character. Curious as to who it is? Go check it out ;)

As for even more exciting news: Escalia has a new logo! Can you guess what the main themes are going to be?


And in case you missed it (and I don't want the info to drop to the second page)
Here's some things I have been working on. It's mainly updates of some scripts and additions I wasn't happy with.

I've been tinkering with a new lightning system which is a lot more dynamic (does require RGD).


I also got the water tiles animated:



And got a weather script ported to VX Ace


Animated Battlebacks


I've been tinkering with a visual novel style for the busts instead:


(Yes there are differences in the text from the IGMC version, can you spot them all? :D)

It's not as noticable since Caelmor and Alexis don't change faces, but the faces can change every message, and even mid-sentence.
Quick sample:


And Olivia has a new face.


And some other minor graphical overhauls.

That being said, since quite a lot has changed so far, I'm looking for beta testers. I'm also looking for people to spar with for (minor) storyline ideas, as I got a bit of a writer's block at the moment. I know where I want to go with the story, but the steps in-between are not so easy to flesh out, so if you have any ideas for mini storylines, quests or anything you'd like to see, poke me and I'll see if I can add it. In due time I'm also looking for people to help with tiles and an OST. Some of the music I've been using needs to be replaced in the future, because the terms have changed.

Progress Report

Things coming up

Hello all, it's been a long long while. Loads of stuff happened (my mother got severely ill (she's in remission now thankfully), I had to have several surgeries, and I still have one coming). However, I have resumed work on Escalia again slowly.

Here's some things I have been working on. It's mainly updates of some scripts and additions I wasn't happy with.

I've been tinkering with a new lightning system which is a lot more dynamic (does require RGD).


I also got the water tiles animated:



And got a weather script ported to VX Ace


Animated Battlebacks


I've been tinkering with a visual novel style for the busts instead:


(Yes there are differences in the text from the IGMC version, can you spot them all? :D)

It's not as noticable since Caelmor and Alexis don't change faces, but the faces can change every message, and even mid-sentence.
Quick sample:


And Olivia has a new face.


And some other minor graphical overhauls.

That being said, since quite a lot has changed so far, I'm looking for beta testers. I'm also looking for people to spar with for (minor) storyline ideas, as I got a bit of a writer's block at the moment. I know where I want to go with the story, but the steps in-between are not so easy to flesh out, so if you have any ideas for mini storylines, quests or anything you'd like to see, poke me and I'll see if I can add it. In due time I'm also looking for people to help with tiles and an OST. Some of the music I've been using needs to be replaced in the future, because the terms have changed.

Progress Report

Looking for betatesters in 2-4 weeks time!

Hello all!

Since the development of the 1.1 version of Escalia is nearly complete, we're looking for betatesters in 2-4 weeks time. We hope to be almost done by that point :) prefer people who have played the IGMC version. Story-wise it's almost the same, except characters have been fleshed out a bit more and some dialogues were added or rewritten. As for further changes, these include:

System
- A new playable character.
- Monsters finally respawn after 5 minutes of in-game time.
- Monsters will run away once you’ve reached a certain level.
- Added System category in the Menu.
- Hover Alerts, if you get close to something that you can interact with, an icon will pop-up. This can be disabled in the Menu, under System.
- Lootable sparkles removed.
- Backtracking enabled.
- Added tutorials (Accessible in the menu).
- Added optional Battle tutorial.
- Items gained from lootable objects are no longer random.
- Changed prices of droppable items and added some new rare ones which are worth more.

Battle
- Added HP bars for enemies.
- Added State Icons for enemies.
- Added Order Gauge.
- Gave several skills and healing items priority.
- Fixed the Scan screen.
- Overhauled most abilities.
- Added a 10% chance to not get knocked out once HP reaches 0. In the future this might be expanded with a Morale System, giving you (de)buffs.
- Added graphics for Ambush/Pre-emptive strike.
- Holder Entry Pose now works.

Maps
- Seyfer has a home!
- Cave map revisioned slightly.
- Maps added to exit Aldwyn (though one currently cannot exit in this build)

Graphics
- New Logo by Julianastorybored and eDeus.
- Changed portraits of Seyfer and Lumia slightly.
- Several NPCs now have portraits.
- New Icons made by Avery.
- Battle Result screen has gotten a little overhaul, same for the Level-Up screen.
- Changed the menu slightly.
- Custom Magic font made by Unity.
- Changed Game Over screen.
- Minor modifications to some sprites.

Miscellaneous
- More flavortext.
- Changed several dialogues and added new ones.
- Changed the intro to clarify the situation a bit more.
- New descriptions for playable characters and enemies.
- New descriptions for Weapons/Armor.
- Bad guys have names now. And backstories!
- Several BGMs now loop.
- New Game Over BGM.
- Removed several scripts and added some new ones.

In due time this page will be updated with the new logo, new screenshots, info about future plans and so on!

Miscellaneous

Interviewed!

So, I basically had the honor to be interviewed on Gamerbolt!
You can read it here for some exclusive scoop about me, Escalia, its future and my other project, Startide (on hiatus until I finish working on Escalia).

http://www.gamerbolt.com/interview-janice-of-jenbo-productions/

Announcement

No respawns in final version!

Hi,
I have recieved some reports of people stating that the mobs do not respawn. That's correct, I had to take it out 2 hours prior to the deadline, due to there being a bug in the system.
I made a typo in my last post (I said "If enemies don't respawn in your game re-download last version", I deleted the post to be safe) but it should've said despawn, as the respawn event ended up bugging so badly that my monsters were chasing you all over the place, never despawning and you'd be stuck in an endless loop of battles. Needless to say, it had to be disabled.
Luckily, you won't need the extra enemies, with your level and the best gear available she should be beatable once you get the hang of the tactics.

In a patched up version I will re-enable the spawn system once I sort out what's wrong with it (and my slimes won't go on a rampage OR refuse to respawn at all..).

Game Design

Last changes and some tips!

So, uploaded the absolute last version, had to change some things:
- Fixed 3 typo's.
- Fixed 3 animations.
- Fixed interior doors.
- Added a Bronze Key to the last vendor in case you didn't find the one in the forest. You really want the chest it is for ;)
- Re-placed some enemies so they should no longer be overlapped by the hud.
- Changed last song because it wasn't usable due to restrictions.

Tips if you're struggling:
- Sell loot for potions/gear.
- Olivia, your mother, can recover you when you feel like you're too low health to continue.
- Make sure to have 2 bronze keys, you need those necklaces.
- Last boss related:
Mortal Strike is your friend. Time it well.

Announcement

It's being uploaded!

Hi!
After countless hours of betatesting since 28th of July (by both myself and my amazing betatesters), skill overhauls, some rewritten dialogues, bugfxing and graphical issues that needed to be solved, I can say: it's finally done!
I've fixed out the last issues today (I hope I found them all) and my awesome artist finished the last portrait today so it's ready to be played!
I hope you enjoy playing it as much as I enjoyed making it.

-Janice

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