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Progress Report

January Update (Screenshot + WIPs)



Hi everyone,
First of all, happy 2017 from the Long Gone Days team!

January is an important month as it marks one year since we started our devlog (link) and our Twitter (@lgdays). We could never have foreseen the amount of things that happened during the last 12 months, but we are working hard everyday to surpass greater milestones.



We recently appeared on IGN's "39 Games to Keep on your Radar in 2017". We also made it to the Top 100 of IndieDB's 2016 Indie of the Year Awards, we were featured on Gamasutra's "Origin Stories: Devs recount their first game design experiences" and just last week we were interviewed at GameRaven, where we discussed about our influences, crowdfunding planning, our love for languages, and more (full article here).

We haven’t shown a process pic in some time, so here’s one of a pub, where you can see the original sketch, some of the assets, the color balance, etc. Remember you can see more of these in-progress GIFs here.



And here's how it looks in-game:



We have also uploaded some new screenshots, showing the widescreen resolution the new build has:







That's it for now. Remember to follow us on Twitter, Facebook or Tumblr for the latest news.

Until next time!

Announcement

October Update (Development & Upcoming Events)


Hi everyone! I hope you have been doing well. A lot of things have happened since the last time I updated this page, but one of the most important things was that we were able to attend Tokyo Game Show!

We’ve been working really hard on bringing the game with all its features and HD art to Unity. Also, Nikki has been working on a few surprises we hope to be able to show soon!

Besides that, we’ve been polishing the new party members that will join Rourke and Adair on their journey, and soon they will be ready to make their first official appearance! (Here are some GIFs, but since we are working on the scenes that were seen on the demo, it looks pretty similar, except it’s on a widescreen resolution: Dialogue & Particles)

Upcoming Events
We’re proud to announce we’ll be part of two events in November!


The first one will be Day of the Devs, (presented by Double Fine and Iam8bit), where we’ll be showing the demo, alongside a bunch of really cool indie games, and it has FREE ADMISSION! The event will be on November 5th in The Midway (San Francisco, CA), so go check it out if you’re near the area.


The other event that we’re gonna be a part of will be GaymerX East, on November 12 and 13 in the Microsoft Technology Center in New York City, where Nikki (Lead Developer) will be showing Long Gone Days at our own table at the Indie Space ◝( ′ㅂ`)و ̑̑

Until next time!

Announcement

NOW on Indiegogo!



Hi everyone,
Things haven't gone too well lately and I was forced to launch the campaign earlier than expected (I was planning to wait until I could set everything up to launch it on Kickstarter) and I'll need all of your support to be able to continue the development of Long Gone Days:

https://www.indiegogo.com/projects/long-gone-days-a-2d-modern-day-military-jrpg/x/14368299#/

Sadly, if the campaign doesn't reach the minimum goal, Long Gone Days will have to go on an indefinite hiatus/stop development for who knows how many years.

I hope everyone who enjoyed the demo could help, not necessarily by backing the project, but by sharing and telling other people about the campaign. It would really mean a lot to me, as this has been my lifegoal for over a decade.

Thanks for reading.
Camila

Announcement

VOTE for Long Gone Days on Greenlight!



Hi everyone! If you enjoyed the demo, you can support the game on Greenlight by voting here:

http://steamcommunity.com/sharedfiles/filedetails/?id=690609875

Being approved by the Steam community would be a huge step for LGD's development.
Spreading the word would help me greatly ♥!

Announcement

DEMO is OUT!

What’s in this demo?

  • The first 45 minutes of the story.
  • The two Battle Systems.
  • A taste of the Morale System, which affects your members’ performance in battles.
  • You’ll have access to Rourke’s Notes.
  • Keyboard and Xbox controller support, both with key configuration.


There are a couple of gameplay mechanics that aren’t in the demo since they are unlocked after certain points in the story. The following features are to be expected in the full game:

  • Language Barrier: As you continue your journey across the world, some NPCs will speak in their native tongue. This means you’ll need Interpreter-class party members to help you out to buy at shops and complete quests.
  • Item/Weapon Crafting: You’ll be able to craft bombs, supplies and even enhance your weapons using the items you have collected from your journey.
  • Higher Morale will allow you to get to know your team members better, unlocking special scenes and skills.
  • A wider cast of characters with their own Morality, diverse battle strategies and skills.


I hope you all enjoy the demo! I know there’s plenty of room for improvement and that’s why I’ve been preparing for an Indiegogo campaign, which will launch in a couple of weeks.

Finally, I want to thank you all for your precious support!
Feel free to reach out to me if you have any doubts and/or suggestions (you can comment on this page or use the #longgonedays tag on Tumblr and Twitter).

For Frequently Asked Questions, please visit this post.

Announcement

Demo Release Date

Hey everybody, I finally have a release date!



Long Gone Days' demo, which will be released this Friday, contains the first 45 minutes of the story. You’ll be able to download it from here (rpgmaker.net) and itch.io!

Some of the features present in this demo are:
  • The first major plot point.
  • The two battle systems. One is the traditional turn-based combat and the second one is the sniper mode.
  • Once you have party members, choosing certain dialogue options will affect their Morale, which alters how they perform during battles.
  • You’ll have access to Rourke’s Notes.
  • It has keyboard and Xbox controller support, with the option to change the keys for all the non-QWERTY keyboard users.


Things not included in the demo that will be in the full version of the game:
  • The use of Interpreters to understand foreign NPCs isn’t present in the demo as you won’t have an interpreter in your party yet.
  • While the game only has encounters that are linked to the story (no random encounters), the rest of the story involves a more fighting, more skills and crafting.
  • The are no major quests present in the prologue as there would be no point in fulfilling them yet.
  • A wider character cast with their own set of weapons, skills, knowledge and personality traits.
  • And last but not least, a full original soundtrack!


As always, thank you so much for your constant support!

Progress Report

First blog post!

I'm embarrassed to admit that I didn't know how to make blog posts, haha.



Anyway, this is just a heads up to let know that the demo is coming along fine, I have been focusing on it as much as possible, so that’s why I haven’t uploaded/commented anything recently.

On an unrelated note, in the last few days, Long Gone Days was featured on:



And on a side note, I stated on the announcement post that the demo would have an original soundtrack, but sadly our composer, John Fio, broke his right hand, so he’s in recovery. That means that at least for the first version of the demo, there won’t be any tracks made by him. I apologize in advance, I hope you guys understand.



Anyway, remember that you can follow the development on Facebook, Twitter and on the devlog too!
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