DAEDRON'S PROFILE

Blood Haze: Reborn
SMT-inspired JRPG with over 25 hours of content. Set in a dark fantasy world, where demonic corruption is spreading. *DEMO AVAILABLE*

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Deimos

I agree, it's a big problem when a demo gets released more than a year before the project's actually done. People will have forgotten all about it by then, and while the feedback is definitely appreciated, a team of testers can achieve the same result.
I also feel the same about game pages in general, unless the dev keeps in touch constantly, hype just fades away after a while and people get tired of waiting.

MV looks promising, and there's lots of things I still want to do in the coming years. This game will be done one day, that I promise.

Blood Haze: Reborn

Just dropping by, I am not dead.
It has been a slow few months but I'm starting to make some progress in creating the maps for Chapter 2. I expect all mapping to be done in 2 weeks, while eventing will take me another 6 weeks after that, though possibly more...I have a bunch of scenes I need to add.

Also, I'm thinking of re-doing the facesets, as my art is starting to get better. It's not a high priority however, so I might bust some out in my free-time and post them here so people can see if they like them more than the old ones or not.

Well, that's all for now!

author=minaly22
Subscribed. Not downloading this yet cause it seems like its not completed yet. I'm almost afraid that I might get cut off once I finally get into the game.

And you would be correct!
I've actually noticed that demo's are a pretty big problem on this site, where a demo gets released more than a year before the full product is done, or the project never gets finished at all.

Just food for thought, but it's something I'll take note of for my next project.

Blood Haze: Reborn

Thanks for your feedback. I'll re-work some of the dialog a bit more and look into some of the issues!

Blood Haze: Reborn

author=kenlan
EDIT:Forget my post,i got it.But now i dont know how to get them all but its another question.Maybe a new p+laythrough.Even the original game is so good.Ok.Thanks.
How many fragments of Castilla are there?And where?


I believe there are 15 but I honestly forgot where they're all located. I know that about 50% can be found in the world and 50% come from sidequests. If you really want to know where to get them all I can dig through the game files and see if I can find their locations for you.

Blood Haze: Reborn

author=kenlan
Hello.
Im playing the original and wonder where
Essensce of Chernobog and Essence of black frost is.
.


Let's see if I remember...
Essence of Chernobog is from defeating Chernobog in the Tomb of Chernobog, which you can get to via Gharos Forest East. There's also a sidequest in Gharos Village that will lead you there (has to do with the little girl).
Of course, the original had some huge maps so...from what I remember you head east/right on the last map of Gharos Forest East where it leads you outside and onto the road leading to the Excavators Guild. Probably easiest way to find it is teleport to the Excavators Guild, walk all the way until you get to the forest and head all the way to the right/east. You'll come to a Mine, head all the way down into the mine to get to Chernobog's Tomb.

For Essence of Black Frost, you'll need to defeat Black Frost! He can be found in the final map before the final boss, instead of heading to the final boss fight go back a little bit and head south into more ice areas. The fight with Black Frost awaits you at the end.

Blood Haze: Reborn

New version is up! Patch notes are in the "Chapter 1 released!" blog post.
*OLD SAVE FILES ARE INCOMPATIBLE WITH THE NEW VERSION.*
For those who are currently still playing through the demo, it would be wiser to continue with that one instead of starting over, as the content remains the same.

Anyway, now that that's out of the way, it's time to start working on Chapter 2. I have a bunch of things I want to share with you all regarding the rest of the game.
First of all, I originally intended to include 3 difficulty settings: Normal, Hard and Chaos.
I have since decided to scrap Chaos entirely and only include a Hard difficulty. The reason for this is that I feel like balancing the game around 3 difficulties would become way too hard. It also allows me to make Normal > Hard have more of a gap in difficulty as it should be, without JUST relying on enemy stat increases.

For Hard mode I have the following in mind:
-Increase enemy damage and HP slightly (20~%)
-All enemies will gain new attacks, intended to make each fight more challenging.
-Increase EXP/Item drops. I was thinking of +50% EXP and 2x item drop chance.
-Decrease gold dropped by 50~%.

My intention is to make a mode which is definitely harder, but rewards the player with less need to grind if they play their cards right. Careful planning of character skill builds will go very far in this mode.
The decrease of gold dropped forces you to spend money wisely, as most of your items will come from enemies and chests instead. Overuse of items means you'll have to spend money you don't want to spend because you'll desperately need it to buy/craft better gear.
I'll allow the player to swap from Hard to Normal if they so desire, but never the other way around.

Secondly, I'll be decreasing the amount of chapters from 4 to 3. This does NOT mean there'll be less content/story content cut. Instead I decided to condense Chapter 3 and 4 into one chapter. In the original the amount of story content in these 2 chapters was roughly the same as Chapter 1 or 2. Their length mainly came from the long dungeons and grinding needed to pass some fights. Since I'm reducing dungeon length and making the game easier overall, this would make Chapter 3/4 really short compared to 1/2. I want to keep them roughly the same length, so there you go.
However, the game might still end up being shorter than the original, mainly because of smaller maps, easier to get around the place, shorter fights etc. It should still clock at 10-12 hours. But I'll update the length in the features section as we get closer to release.

Finally, while the demo teases a release of Chapter 2 once it's finished, I have decided against this and will instead release the game once it's actually completely done. I have spent way too long polishing chapter 1 and releasing new versions instead of simply continuing working on the game and squashing all bugs/doing thorough play tests at the end. The latter is far more time-efficient and should make sure I can get the game done this year.
To add to that, I cannot guarantee if the save files from this demo will be compatible with the full release. I am 90% sure you'll be able to use them, but don't hold me to it.

And that's all from me. From now on, I'll be doing my monthly progress reports again, so expect the next one at the end of february! Take care.

Blood Haze: Reborn

author=kenlan
Hello.
The game freezes after
transported back to Gharos village after resqued the little girl in tombs,just after she gives us the Death necklace.The music continues but i c´´
ant move and nothing happens.Tried it two times now.


Yeah it's a bug, the character tries to move up twice and ends up stuck because obviously there's a person there. It will be fixed in an upcoming patch.
There's another event where this happens in the main quest, but you can avoid it by triggering the event from the right side instead of the left. These two issues are also mentioned in the latest blog post.

Talking about said patch, besides fixing the obvious softlock issues and some minor balancing stuff, I'm also implementing Khas's Ultra Lighting instead of his Awesome Lighting script to get rid of some of the lag problems. I noticed in an earlier playtest I did that the game would slow down massively after 2-3 hours of continuous play, which was from what I assume Khas's script not disposing of light pictures properly, clogging up memory/CPU.
This new script should fix that issue, hopefully. It also adds dynamic shadows but for those who don't like those you can turn them off!

I expect the new version of the demo to be up by Thursday evening, maybe earlier.

Chapter 1 released!

author=luiishu535
I am so sorry.

This happened in the Demon Realm, after pressing F12 and then loading my save. Problems/bugs surrounding F12 have become quite a common thing in RM games. Pressing F12 in my latest game will result in a "stack level too deep" error.


Yeah, a lot of scripts don't take a liking to F12. In the original I made F12 simply quit the game entirely to avoid that from happening, maybe I'll do it here too. Though I think restarting through the systems menu gives the same error too, will test later.

author=luiishu535
Anyway, I finished the demo and must say that I overall enjoyed it. It seems like you've replaced some old stuff with new things instead (like the exclusion of the Mt. Tyris Dragon and addition of the early Demon Realm).


Yup, this is going to be a thing in the other chapters too. Chapter2/3/4 in the original actually didn't have that much content at all, just 1 huge main dungeon and a bunch of side quests. Since I want dungeons to be smaller I'll add in more areas to keep the length roughly the same. This will alleviate the tedium from being in the same place for too long too.

author=luiishu535
The game started to lag a bit every now and then (probably just my PC). I'm very interested in seeing what else this remake will bring to the table.


Happens on mine too and it's pretty beastly, from what I can tell it's the path finding script as the most lag occurs in Gharos Village when walking NPC's are on-screen.
I think I'll just get rid of this and create manual walking paths (as tedious as it is lol).

author=luiishu535
Let me know if you ever need a tester!


I have an internal tester already, but a 2nd wouldn't hurt! Once chapter 2 is playable I'll contact you.

Chapter 1 released!

author=luiishu535
Game has frozen again right after Cyrielle says "Did you say something!?" in the Demon Realm.

What the...*tests*
Ah, this is a result of me messing with player speeds earlier on. If you enter the event from the left side Kaleo (SOMEHOW) gets a speed boost and cuts in front of Elioth, which blocks his way to move into position. This doesn't happen if you trigger it from the right side (I forgot to copy/paste the event to both spots...)
So for now, triggering it from the right side allows you to proceed, woops...



author=kenlan
Hi Daedron. I dont think you should make it easier,the Evilgirl was as a boss should be if you not grind.I really dont think you need to make it easier,its ok and fair.
I much just wanna say that you fixed the speed good.
EDIT:
Where can i get the Bomb ash? Or must i level up some more in crafting?I was thinking i should know about it now.

I won't make it too much easier no, I'm almost at the fight again myself and I'll see how hard it is for me and maybe slightly adjust it.
As for Bomb Ash, you can get it from Harvest Points in the Nirram Mines to the east of the Excavators Guild as well as from enemies in the Tomb of Chernobog which you can get to by doing a sidequest in Gharos Village.
Delos actually tells you about the Bomb Ash from the Nirram Mines in the cutscene at the guild, but since it's easy to forget, I'll add some dialog to the NPC's telling you about its location as well.

EDIT: Jesus christ, ms.EVILGIRL actually packs quite a punch. Was it always like this? I don't think I've ever had trouble getting through anything in this game but damn that was tough. I was only lvl 7 (5% away from 8) too but that is pretty much the recommended level I want people to be at.
The stamina change and slashing weakness being gone actually makes it a lot harder, before I could easily whittle down her HP in 3-4 turns and get a full 6-turns every time. On top of that, because you can hit slashing weakness with a Normal Attack, you had pretty much full stamina/SP to heal to full when needed.
I feel like at least toning down her damage somewhat to more bearable levels is needed here, I can not expect people to grind or get specific skills (like Tarunda actually makes it way easier) this early on.
After tuning some stats, she still packs quite a punch but it's more manageable. Less instant-KO's, healing being easier. Valid tactics like stalling her first form as much as possible while buffing/gaining stamina are pretty legit here too now.

Chapter 1 released!

author=luiishu535
No problem. There was something else I forgot to add:

It happened during the EvilGirl fight when Kaleo used Rakukaja on Elioth. Perhaps there's an incompatibility issue with the Yanfly Skill Equip and some other script(s).


Hrmmm, this is the first time I've seen it. I just tried doing some casts of Rakukaja on Elioth using Kaleo and it worked fine...
I'll see if I can somehow replicate it in the playthrough I'm doing now, I'll mess around with unequipping/equipping skills in different slots and see if something breaks. At first I thought maybe it was related to The Guardian's Vow weapon but that one isn't obtainable at that point in the game.

author=kenlan
The Evilgirl was a fight i really liked.:) ,died and died,:) .Level 8 at first but she just.....
Back to the woods and get some more levels and things and as luiishu said on level 10 i was able to survive.
Hard but fair as it should be.
This remake feels very good,really fun to play now when the speed is fine.


Hrmmmm, I have no intention of forcing a grind on players in chapter 1. I wonder if the two changes I made actually had a huge impact on that fight. Time to test!

Thanks for the feedback guys, keep it coming. I wanna have a solid base to continue working from and this is going great so far!