We have been converting Demon’s Revenge to Unity. Our previous efforts to use the other engine did not meet the needs we required in order to make the game we set out to make. As some of our previous patrons may have noticed, the game had performances issues. That has been our most potent problem.
Although the engine has set us back with development, we’ve been creating and obtaining resources for the game as a whole. Music, writing, art, learning, and planning, are all still being worked on towards completing Demon’s Revenge. As stated before, we have also been working on other games and commissions in order to gain more funds to move this game forward.
Our work on Demon’s Revenge remains constant and you can see that in the work that we have been doing using the Unity engine.
Since we’ve moved to Unity, there are a lot of things that we have to recreate. The previous video showcased the combo system and battle UI. In our previous attempts we had to cut out animations frames so that the game would perform better. The battle background frames would have to be cut down to less than 20% in order to play without bogging down the game to single digit frame rate.
We are recreating systems and organizing data to make sure development goes smooth and as fast as we can. Since we are making this ourselves we can allocate when and where the data is called and stored to make sure it works as optimally as possible.
This however takes time as this has to be done with every element of our game, but we feel its worth it and the best direction to go for the people who support us.
We have a few systems done and we continue to move forward as time permits.
We are introducing new characters and fleshing out older ones. There are literal elements that we felt were missing within the game. Sometimes it could seem a bit dour and glum we needed some more upbeat and comedic moments to balance out the narrative.
We are working on making this as complete as possible. There are new things that we have in store and things that were meant to be in the original that we want to include in the finished product.
We have no release date as we have some significant work to do in order to get back to where we were. All we can say now is that we are working on all fronts to give everyone the best experience. Although we will be working on other projects the goal will always be to give Demon’s Revenge the release our supporters and patrons deserve.
We have made a few tweaks to how the difficulty and AI have been operating in Demon’s Revenge. One of the things we have taken out of the game is enemy levels. In the past, the game would usually adjust to the way you would be playing in order to relinquish the need to grind and compile experience. That did not work out and in some cases that would ultimately work against the player. We felt it provided a challenge and gave the player a reason to go into battles. In the end it ended up making the game more challenging than it should have been. The gains you would achieve in level would feel minimal as the enemies would always seem to catch up with you.
So instead we are going with a more retro feel, adding in gameplay mechanics that will provide a unique experience with each enemy you encounter. It will feel a bit more like Pokemon, as the enemies will be noted for doing “something.” Here are a few examples of what we are talking about.
Long Tusk Boar:
The long tusk boar will be a very aggressive creature. It will try to attack anything; that includes your party and any object in its way. If it gets frustrated, it may increase its attack power while becoming increasingly more aggressive. They operate best in groups as they tend to attack simultaneously with one another.
The last thing you want to do with worker bees is to be passive. If you get into battle with a worker bee and try to hide, they will immediately send out smaller swarms to find and attack you. Worker bees are fast and possess a venomous stinger. Although they are very fragile, they are also hard to hit. You’ll want to use accurate and quick attacks as their stings can leave your party members in a critical state.
EPIC/Fabled – Hornet Queen:
The Hornet Queen is a fabled enemy that resides in Origin forest. Because this creature is hidden, we do not want to say too much about it. It should be a surprise. Some may have fought this creature in earlier versions of the game, but a lot has changed since then. These enemies, unlike the previous versions, will be beatable in the first episode. They are made to open up the lore and the world of what we are trying to build with Demon’s Revenge.
Thanks for taking the time to read our update. We hope to bring more news soon!
Some of you may have noticed that the purchase option for Demon’s Revenge on Steam is currently suspended. We are in the process of preparing a release for the updated version of the game and its subsequent expansions. This decision has been made primarily by our team as we felt there was too many issues for that version and that we wanted a bit of a fresh start with our updated game.
As we have been developing and building the game, over time the characters have change. We have fleshed out motivations and story elements to make your journey more rewarding. None is more apparent than Sen’s journey and we would like to think that we are building something great, despite the amount of time we are taking. We are aiming to give gamers a full experience and hope that these characters, locations and even music sticks with you.
The sound track for episode 1 is currently missing one track. Although we have more music for the other episodes produced already, we want to release these when the games are complete. We may release the episode 1 soundtrack when the final track is done, but our main focus is on the game itself. We have been through a few musicians to get this done and we hope that this appeals to fans of the game. We think the soundtrack is great and hope you will too!
We have been grinding for the last couple of months and in the midst of that, we have still been able to make progress. We have made numerous strides in development as we have been advancing on Iron Grid the soundtrack as well as promotion.
The game has changed enough for us to promote the game as something new. Everything from the menus, battle system and the story in various ways. We didn’t want to make the same marketing mistakes, as our previous attempts were pedestrian at best. Not a lot of people had a chance to know about our game. We are even considering just calling the game “Demon’s Revenge” as a way to make it more marketable.
Iron Grid is on its way to being complete. It is our premier mini game and we hope that everyone will enjoy its unique and familiar mechanics. It’s a good mix between Suikoden 2 duel system and a strategy card game. Here, we show a bit of that mechanic with the way you decide on who is going to go first. We use this rock-paper-scissors strategy in the main game as a way to add variety, chance, and strategy to the way you play.
We also had a few more faces for characters done.
And also some more npc faces and variations.
We have been continuing to work on many commissions as well as other work in order to get this game funded and where it needs to be. We are near the end of our journey with The Story of Revere and once that is released it would be the second commercial game to be a part of our resume as game developers. We would love to work on this project full-time, but we also have to have the funds to make this game what it needs to be for all the backers and the patrons on Steam.
We have not abandoned this game, it’s not any type of vaporware as we are trying our best to make sure this is a notable game. Making something to remember and of significance is taking some time. We may have to work on some smaller titles between this development to make sure that Demon’s Revenge becomes the game we envisioned it to be.
Thanks again for all the support, we will meet you at the next milestone!
It has been sometime since our last update, but we bring a bunch of progress and news. We have been slowed down a bit because of some recent commission work, most notably for a project called “Revere: A Story Of The End.” During our time working on Demon’s Revenge, we acquired some skills that we have put forward to helping us financially. We put a lot of our own resources into this project and we have high expectations on the final product. We are going to take some time in this update to let you know what we are up to as well as why this is taking so darn long.
We were recently apart of the game developers of color event in Harlem last Saturday. We showcased the older version of the game and got some great feedback. The event was very successful to us as we made some great connections with press and other industry professionals.
Over the last couple of months we have had some great progress with the game. We feel our over all presentation has improved. We have made improvements to the way the story flows and we have solidified combat to make it more balanced.
We are just about complete with the latest character portraits, Sinara and Dr. Krinwar. These portraits are really important. They portray the characters personalities in a way the pixel animations may have a hard time doing.
There are some new required animations mainly for the humanoid characters. Since the riposte and other skills or attacks can cause a lift in the character, we have decided to add hit up and fall poses. It adds more fluidity to the system and makes it more dynamic.There has also been more battle animations such as ground hits, running dust and swing effects to make the hits and animations look more exciting.
We have acquired a new team member, a musician called DaveyBriteRPG. He will be taking over in the BGM department. He’s already composed 10 new tracks for the game including, but not limited to, Sen’s new battle and main theme, Az and Lord Zorpel’s theme, and a few location tracks. We showcased some of it at the expo and it was one of the main highlights of our showcase. He has been a great addition to our project and he has done a fantastic job with the music he has done so far.
We are in the process of making more GUI options. Since the player is going to be spending a lot of time in the menus, we felt that we should offer options if the player does not like the current version or just would prefer a change in the theme.
In the coming weeks, we are going to be releasing the battle showcase. In the showcase, we will be exhibiting many of the features we have for the battle system. There has been some new features that we have added recently and general polishing that we have to address. When that is done, we will be ready to show it publicly.
Once an enemy is scanned you can now access their hp as well as their status on the field by hovering over them. You also have access to all party members’ information when you hover allies too.
We have added a new victory scene with a new MVP feature. The MVP system allocates the most valuable player in your party and then randomly issues a bonus to your team or the MVP. We thought this would be a fun way to track your parties effectiveness and give a fun incentive for after battle. It’s currently not properly skinned/beautified, but we wanted to show it off anyway 😀
The AI has become a centralized function of the game. Our battle system features objects and visibility variables so having the computer controlled enemies react to these scenarios is very important to the integrity of the system. There are times that the AI needs to hide and attack objects and make decisions based on where it is relative to the player. We want to offer a full and complete experience and having this system functional is extremely important. Although we have been looking to get this done awhile now, this is a relatively new feature that we have not yet tested to its full functionality.
Releasing The Current Build
We have been avoiding announcing a release date for this project. With our added work load on other projects to support this one, and the amount of time we are going to need to promote this, the game will not release until early 2018. We are aiming for February. Due to testing and our marketing schedule, this is the most foreseeable time that we can do this.
If you have ANY questions, please let us know! We look forward from hearing back from you.
Thanks for taking a look at our update we should be back with the battle showcase very soon.
This update is going to focus a lot on the battle mechanics and what changes to expect. We look forward to any comments and critique as this will deviate in a lot of ways from the previous system and the game as a whole. We have been holding off showing a lot of these features as we wanted to make sure it was tested and functional and most of all fun.
Before we get into that, we just want to acknowledge just how long it is taking to recreate this. Admittedly, it is taking a lot longer than we anticipated. This is mainly due to trying to create a perfect base for the rest of the chapter to build on. The battle system, the map systems, all of the menus had to be redone. A lot of the base is finished and a lot of the game is playable, but there’s still more that needs to be done. So let’s move on to the update! 😀
Making An Engaging Battle System
Getting this thing done has been the most pain staking part of this process. The biggest obstacles we faced was getting the right people on the job. Now we have gotten the system to a presentable state and we are ready to go.
The previous system suffered from repetitive turn based game play. In most JRPGs there is usually a single way to fight enemies in your standard system. One of our main goals that we had when we started this game was to have make our system into something the player wanted to do. We wanted battles to be just as engaging as the story and persuade you to enter combat.
One of the ways that we initially started with which is already in the previous version of the game was the inclusion of combo system. We have since upgraded that system by making it faster smoother and more engaging.
While using the combo system (your basic attack), the enemy now has a chance to knock you out of your combo string by performing a riposte. These happen randomly with multiple variations on occurrence based on what you are fighting.
We have also included a defense system in which players have the option to avoid enemy melee attacks manually. This will use some of your AP bar(previously known as the RG bar) and will completely negate the damage that would effect the character.
The grid in place is what we referred to as positioning in the past. Where you are on the battlefield will effect what your opponent does. With the inclusion of obstacles and terrain, it makes for some very interesting scenarios. Again, the way that your opponent may react to an obstacle or terrain will change, especially between creatures and people.
We feel like these mechanics will not only be a lot of fun, but they will change the way you look at the characters you play, as well as the enemies you face. Strategy will play a big role in this updated system.
Since we increased our resolution, we noticed our older face portraits were not going to be as noticeable as they were before. We needed something much bigger. We had already started the process of adding emotions to the character portraits and with help from our artist, Ricky, we had that fully realized!
New Cutscene Animations
We also took another look at some of the scenes and decided that they were a bit too static for what was going on so we added a little more movement so that they were more organic.
We hope you all enjoyed this update! We are constantly working on this game. We rarely show anything unless we have had significant progress. We are trucking along and we are still extremely dedicated. We do not have a solid release date as of yet for the engine update or episode 2, but as soon as we do we will let you know. Thanks for taking a look at our latest update. We look forward to showing more soon!
Please let us know if you have any questions, comments, suggestions, anything. We’d love to hear back from you all! 😀
Last year, it was around this time of the year that we released our first game on Steam. We are dedicated to providing a greater experience going forward. To let everyone know exactly what has been going on with the project, here is a detailed list of the changes and advancements we have made with this project so far. We look forward to both your feedback and critique of what we have as we climb towards getting out a beta as well as the official release.
Presentation and Menus
One of the biggest critiques that we had experienced was the resolution of the game.
We have increased it from 640×480 to 1280×720. This gives the game a much more crisp look as well as more room for menus and text.
In our previous version, when we put the game in full screen it left the game stretched. Pixels were not as crisp and it seemed to make the game look bad to some who would prefer to play on that setting.
The main menu now features much more of the characters portraits. Due to the new positioning system there is also a part of the menu where you can modify the way your party is placed during battle.
The item menu is a little different here. We wanted to make the most out of the amount of space we had, so now there are now three columns. This is a great addition as you can acquire many items at one time in the game and having the extra space as well as the sorting options will make finding the item you need much easier.
The status menu has some notable changes as well. You can cycle through stats to get a quick view of status resistances and basic attributes. We have also decided to get rid of MP levels so that there is only one MP bar for all skills.
The skill menu has also gone through some notable changes. The combo finishers and skills are on two different windows. Also when you upgrade, there is a separate window which gives you more insight into what the upgrade/gaining of that ability will be able to do. The visuals of this screen are not finished, but it is functional.
Controls and Key Config
Another feature we looked into when we were upgrading the engine was the ability to change your key configuration. We had some players who were interested in this feature and we wanted to make sure that it was addressed. Unlike the previous version, controller and keyboard operation will work together.
This is not the final look. We intend to modify it a bit more. It is fully functional and shifts to gamepad controls once it is plugged in.
Although the game is released we still have some backer content that needs to be fulfilled. The soundtrack has been slowed since the last time we talked, but there are at least 8 songs that need to be done/redone and so far we have not been able to get that done. We have contemplated releasing what we have, but we don’t feel like it is complete enough for commercial release.
Backer Character: Percyl
Another backer boss character, Percyl by HolyHeaven, has gotten the Demon’s Revenge treatment. He is a young penguin pirate who can travel through different worlds in his boat, this time he has docked on Hasphal.
News On Mioni Saga
We have talked about our in-between project called The Mioni Saga which features an important character from episode 2. We have gotten most of the writing and some sprite work done, but a few aspects in the main system have to be addressed. We have most of that done and we will move onto that as soon as we get the episode 1 update done.
In Mioni’s saga, we feature a very important character to the world of Hasphal known as Hydorn. He was mentioned a few times in episode one, but we really dive into his origins and the impact he has made on the planet through Mioni’s journey.
Tools are now much faster and varied. Sen’s waterball is now capable of grabbing and opening items like chest that may seem hard to reach on maps. Jagen’s scythe now cuts more area at once. I really did not like the animations that were there previously and I am far more satisfied with the updated version.
Marketing and Release
I mention this as it is probably the most important aspect of our process. We had done a very poor job on the initial release as far as getting the news and generating interest for our game’s Steam release. We do not want to end up in the same position as we were before with giving a release date and not fulfilling that promise. For now we will continue to update you with information as we progress in regards to both the future episodes and content released as we move forward.
With that being said, we have a much stronger campaign which involves me doing a lot of work like I did with our crowdfunding campaign. We will also be working with a PR company in order to supplement our efforts, but we are going for some re-branding and trying to resurrect our initial efforts.
More Enemies and More Animations
I mentioned in a previous update that we were adding more basic animations to characters in order to make them move more cohesive with the grid system. We also increased the amount of enemies that will be in episode 1. There was a feature (day/night enemies/skills) in the game that we did not get a chance to implement as well as a major plot point in the game where a major battle was supposed to appear. All of these things will be featured in the update as well as the interactive objects in battle.
These are four of the added enemies in the game. We also will be updating a few with more animations and skills to use on the grid. There will also be the addition of a couple of bosses.
We are working very hard to get this out to everyone. We are very close to getting a tech demo and beta out. We would love to give an exact date for the release, but there are somethings that are out of our hands. As soon as we get the battle system stuff presentable we will have a better idea on when we can release and provide a date for it. We will feature the battle system in its own update as we have a lot to go over with it.
Thanks everyone for your continued support. We will have another update soon.
Its been a while since we did an update and although we have been a bit quiet, you can be sure that we have been getting some work done. Our website is down right now and it is going to go through a bit of a make over. We have other side projects that we are going to start working on and we want everything to be accessible in one place. We had a little trouble paying for our website, but it should be back up in another week or so. Now let’s get back to the game.
We are working on backer submitted boss characters and where they will be located within the game. One of those characters is Bumato and with the information Jay gave us, we were able to produce this design.
While coming up with the improved battle system, we decided that there needed to be more and improved animations so that everything will flow well. Movement going horizontal and vertically had to be uniform and efficient so we decided to use dashing and jumps to simulate a character going from one area on the grid to another.
We used jumps to simulate taking a strategic position going vertically. We felt like this smooth transition would help with both the aesthetics and game flow.
We also felt like the dash and dodge animations worked best for non running characters to get to where they needed to go much quicker. That helps with getting into position as fast as possible so that the flow of battle would feel quick and satisfying. We felt that the way some things worked in the previous version was too slow and not as responsive as we wanted it to be.
A lot of the work done was non visual, back end stuff. We have a few more things to show, but at this stage in development we need it to be much more presentable. Stay tuned as we continue to show more progress and talk about an ETA on release as the month goes on.
This month has been very productive. We have reached a lot of our goals. We have also been doing a lot of research on what it’s going to take to make sure we do things better going forward. We have fallen way behind in communicating with everyone who has invested their time and money with our product, but we assure you that the time we are spending to make this a better experience is going to be well worth it. Especially if you like the current version available on Steam.
I have been doing quite a bit of spriting and coming up with a few needed upgrades to animations. These were either minor updates that needed to be taken care of or missing animations that I felt were essential.
Good news! The combo system is very complete there still needs to be some testing and there’s possibly a few bugs that we have to work out, but it is really close to what we need it to be. I say really close because the function that we have went with works a lot better for an RPG. We wanted to take the idea of a turn based battle system and combine it with some new elements and create something unique. You will see and find a few elements from fighting games in our system, but it’s not too distracting from the premise that it would be off putting. It is however pretty engaging and fun.
We also have a new counter system in which your combos can be interrupted. We can make each enemy have a different counterattack that they will perform and their own timer for the chance for you to counter his counter. It is a lot more fun than just pressing buttons and watching a combo play out. It has proven to be a rewarding experience. It’s there to keep you on your feet, engaged and ready for action.
We are going to try and get a presentation for the combo system done within the next 2 weeks. We are just having a little trouble with the battle layers. I want it to look very polished before showing it and the animated battle layers working properly will really help.
The final few panels for the episode 1 ending motion comic is complete. We just don’t want to spoil anything. Well… Some of you may know what happens in the end, but we thought it was a little anti-climatic so it’s going to be written a little bit better with much better visuals.
With that being said there were also some important characters with missing portraits. Those are near complete and we are going to get the backer character portraits soon after that.
Episode 2 and 3 and Release Schedule
We’ve had huge delays on these episodes. This comes largely in part to the changing of the engine and outsourced code work. We however have to also take into account the amount of time that we are going to use in order to promote the game effectively. That being said I can not see the completion of the next two installments until next year. There is a significant amount of work done for the next episodes. This includes tiles, music, and of course the basic code that we are working on for this update.
I am sure this is really disappointing for our season pass holders, but this is all worth it for a much better product. Once we get the ground work back up, we will have a much better idea on when these next episodes will be complete.
For the next update to ep. 1, we will be shooting for early next year. This is for the time we need to promote and create marketing materials for our project as well as trying to bypass the holiday season. Many AAA titles will be promoting and releasing during that time. To be honest, I have tried to get my publisher to suspend the title on Steam until we update the game. We are very proud of our work, but technically it is not up to the standards we want to represent.
Here’s something that we talked about, but did not go into much detail in a previous update regarding the wait time between episodes. We do intend to provide content to supplement the wait time and keep everyone interested and engaged. Right now, we are working on a story for one of our important NPC’s named Mioni. We talked about her quite a lot during our kickstarter campaigns and we would like to properly introduce this character and her importance to the story.
Thanks for your time and patience, we hope to update you again soon.
We are going for a really strong push to get a beta out to you guys so that you can see what is so special about this coming update. We have taken our time to work on this so that our next installments will have a good platform to build unto.
This will be quite different than your initial experience. New dialogue, new characters and new places to explore. The battle system will be much more robust and the overall story experience will be far more obtainable and less disjointed.
We take making games very seriously. Although this has made the second episode come a lot slower we feel this is the right way to go. Giving you what you have pledged for or more is our goal. We know we have something really special and we have put together a pretty impressive team. I feel like all the pieces have really come together.
That being said, the motion comic ending is coming together rather nicely. Ricky is putting together some really nice artwork from our concept. I was told by Whitney I should not show the whole thing so I decided to show a panel that was not too far into spoiler territory.
This is really going to be nice. We wanted each episode to end on a motion comic and we are going to make that happen! Looks great and we feel as though it is really going to get the point across.
The battle system is something that we are getting really excited about. As we see it coming together, we are thinking about new and interesting ideas to do with it. Some of it is about the environment interaction and a lot of it is generally how you can strategically move your party around the field.
Here you can see more of the types of attacks that we may have. This would be piercing damage and as you can see, it would be effected by both range and the character’s position on the grid.
Here you can see that a character can take up a certain amount of space which can affect its movement ability. Having this type of control and variation will make some really unique experiences. We look forward to having a lot of fun with this. Someone (Shaun) once told me that RPG turn based battle systems are like a puzzles. As this system becomes more robust I really begin to take that point of view to heart.
I have been working on many more animations, working on new enemies to help move the story along.
We hope you enjoy what we have presented to you all today. We have much more content and much more work to do and we will get it done. What ever it takes!