Celestial Tear: Demon's Revenge

Posts in the News category

Late Update

Hey everyone, we have been pretty quiet over the last couple of weeks mostly because we are working towards a predetermined goal. We have been hammering at our demo for the last couple of weeks due to a stream that made us work twice as hard on our game due to some of the missteps that we saw within in it. The good thing is that we have a pretty good demo and we are going to distribute it to our backer beta testers soon.

Presentation

We have had some pretty solid work done by Ricky over that time. He has been working on some of the character intros as well as the world map and hopefully we’ll see the complete versions soon. He has already done an excellent job as always.

Battle System Status

We have just a few more things to implement and test with our battle system, although it is almost ready to distribute and test for our backers we still have much more that we need to do as far as visuals and bug fixes.

Frost Bite
Frost Bite

We are pretty excited about the combos and the combo finishers. They add some real variety and excitement in the battle system, enough to hold your attention. As you go further into the game you will be able to unlock, upgrade and perform more combos to help keep you engaged and having fun throughout your gameplay.

Interactive objects are something that is in the game but we have yet to implement it. This is something else that will add a little more depth and variety in our system. As we have been playing our current build we realize that this could be used to make boss battles a little more strategic and add some variety in the ways you can defeat your enemies.

Game Release Date And Backer Rewards.

It is now April and most of the rewards were due last month. We do apologize for the delay. We now plan to release the game in the summer and we are in progress of getting the rest of the rewards as soon as possible. Our soundtrack for chapter one is nearly complete and we have over 24 tracks for it. We have a few motion comics in progress and we will be featured on steam when we launch. We have recently realized that some of our backers have yet to receive their wallpapers and we will send a message out individually to see if they had received it yet.

A big reason the game is being delayed is due to our production quality increasing, marketing and bringing our game up to industry standards. We apologize for the delay but we hope you will still enjoy the hard work and effort we are putting into this project.

– Thanks again, Tyrell and Whitney White

Mid-March Update

We are coming very close to releasing the demo, we have worked very hard pushing each other and arguing with each other to make sure everything fits our combined vision. We feel that we have something that everyone will really have fun with. This month has been very exciting and we are eager to get feedback on everything that we have. Be prepared to lend us your unbiased opinion and let us know how you feel about everything when it comes out.

We are first going to be streaming the demo on hitbox with the Average Giants on Monday the 23rd at 9PM EST. Come see us get some direct criticism and see what Indie Game Magazine has to say about our game. If you guys can come and lend us the support, we would really appreciate it. It is always a fun stream and both Nicks are really cool people and usually very nice.

One of the cool things that we are bringing to the table and that gives the battle backgrounds a bit more depth is adding some really solid animation. We have managed to get our animator, Chris Lewin, back on the job and he has produced some really solid results check it out!

Ricky is at it again and he has done some really cool art work. He’s interpreting our vision from my less than stellar story boards. He started working on the intros of the three main characters and so far, just looking at the first frame it is going to be epic!

How I feel about our project right now

We have learned a few things through these past few months about our game and what we really want to provide the players with. I think one of the most important things that we wanted to do as a developer is come up with something that is fun, engaging, and interesting. Then I believe somewhere beyond those lines we feel that we have a bit of a mature audience and we wanted to do something that would have meaning and a bit of social commentary without taking itself too seriously. At this point the game has sort of taken on its own identity and it is sort of developing into something that we would have never seen coming, it has matured into its own individual thing and like a parent to it’s children we are very proud of it. Our game is dark and a bit grim at times and we feel like we really can not help it. We think our game is perfect the way we are writing it and we really hope you all feel like it is too. I hope that our central message is interpreted properly and everyone is able to find enjoyment with something we put all our heart into.

To give just a little more insight into how we operate and what we are thinking when we are working on the game, we never had a sense that we want people to think of this game as something from their past like nostalgia, nor did we want to recreate the wheel. We have played and have been big fans of RPGs and games in general. Our first priority has been to balance every part of the game and I feel when one part of the game starts to look, sound, or even feel a bit better than the other, there is a tiny voice in the back of my mind that is letting me know that the other things just have to measure up. I think to myself how could this part be just as good and that is the tough part about making this game with all the great artists, musicians and minds working on this project. We want so badly for everything to come together. I really hope you all will like the effort that we put into this and we can not thank you all enough for giving us this opportunity on this platform to make a difference in our lives we are truly grateful to be able to do this and we could not have done it without every single one of you here.

Thanks so much everyone for you support. We really appreciate it!

-Tyrell and Whitney White

Big Plans For March

So we are ending our February and coming into what could be our biggest event since our Kickstarter campaign. We are on a schedule of releasing our playable demo by the third week of March. We want to give you guys a little insight of what the demo will contain and how things have changed since our campaign up until now.

Demo News

The demo will be about an hour long depending on how you play it. It will be more or less an intro into the actual story and feature our main character. When we release the demo we are really going to be looking for some strong feedback, everything will be upgraded and we feel we can not make a great experience without your input. Our goal is to make a really great game, we want the game to do well commercially and critically.

Voice work

We have had some issues with the voice work for some of the characters in the demo. Most of that was due to some of the voices we rushed and acquired shortly before its release. Now we are going with our core and strongest group of voice actors for the next showcase. That would include Jalen K. Cassell, the voice of JagenCecilia Yus, who will voice Mioni and hopefully Amira, Echo Viridian as Sinara, and our newly acquired voice actress Danielle Mcrae who will be the new voice of Sen.

Sprite Work

We are wrapping up this month with a lot of great news and content. I have been working on Jagen again and I have been making his sprite look more like the image that Ricky has drawn. I have added more detail to his armor and upgraded his gauntlet to look more like Ricky’s detailed work.

Compare New and old
Compare New and old

Using this design I have been implementing it into Jagen’s combo animations and I really like how they look opposed to what they were before. This new version will be featured in the demo, so he will definitely have to look the best he can look.

Kick animation
Kick animation

I have also been working on some animations dealing with the character sprites such as climbing, jumping, bending down, and stance. Here is a small example of Sen’s in game map sprite.

Sen’s stance animation

We have enlisted some more on on tile sets over the past couple of weeks and the production has been fantastic! We have had some really talented people come along and the work they have produced along with our contracted spriter is amazing you are really going to enjoy what we have to offer as far as landscapes go.

New tiles
New tiles

Music

I firmly believe that we should have one of the best soundtracks for an indie game  this year. Mark continues to impress with his remakes of our older tracks. Jagen’s new battle theme may be one of the the best tracks he’s made so far. I personally think Jagen has all of the best music associated with him. I can not wait to hear you guys’ opinions on it.

“Sundering Volante”

The Full Game

We have plans to release the game in the near two to three months. That being said, I want to clarify what this game will feature and what may be left out as far as the first chapter goes. As you all should know, this game is going to be chapter 1 of a full length RPG experience. We aim to make the chapters at least between 14 and 17 hours. We have 3 playable characters, 8 areas in 4 locations, and a few secret ones too, all in the first chapter.  

What we may or may not be leaving out is an additional playable character and 3 more areas which would just take a little bit more time but could be added to the next chapter. We shall find out what we could do with that by the end of March.

Let us know how you feel about this as we want you all to feel like you are getting your pledge’s worth. We want everyone to feel satisfied with our game and their pledge so if you have any concerns at all please feel free to let us know! We are always willing to talk about it and we will respond promptly.

In Game Backer Rewards

We are currently in the process of getting the in game backer rewards for you guys and we would like to get the information for your boss or NPC if you have not yet given it to us yet. We will be contacting you throughout the month if we have not already done so. By the end of the month of March, everyone with the NPC or boss reward will be given a map of the main location. You will be able to choose a spot for your NPC to live. Some locations are not available in the first chapter so you will have the option to choose one of those locations to live as well if you are comfortable with waiting for your character to be put in the game. 

Thanks everyone for your support and we hope to impress you with our demo/beta in a few weeks.

-Tyrell and Whitney White

PS – Today was my birthday,  just to throw that out there. I could not have had a better time spending it working on the game with my wife. 🙂

Animations Galore!

Hey guys! This update is a bit late, but there were somethings I really wanted to show. I have been playing around with Spriter Pro and I was able to make a pretty fluid animation for Jynx’s stance. For a spriter, this program is very exciting for me and there are many things that you can do with it.

Debbie, another sprite artist I have working with me, did a great job on animating the arm as well as other key frames to animations that we have been working on together. She is really good in different forms of animation and her work challenges me to make my work much better.

Here is another animation of a minor enemy we worked on together.

In a previous update we were talking about getting our custom battle effects, we have been working with Oray Studios and they have produced some really cool stuff. They are really great to work with and are very efficient with time and production as they had completed them in a short time period.

 

We have an update on the battlesystem and we are excited to really get some more work completed on it. We have a small preview of the battle system and as you can see we went in a slightly different direction on the way you do combos. One of our backers Steven introduced us to Xenogears and we loved the way those combos were performed so we did our own variation on it. Thanks Steven! 🙂 We hope that you all will have fun with it as we plan to make it as fun as possible to go into battles. This is a very raw preview of it, as it does not have the effects that we showed earlier in this update as well as the proper hitsparks, timing, etc.

We are working to get a new demo/beta up in March and we are finalizing our end point for our project (at least for the 1st chapter). In March, we want to give everyone another chunk of gameplay like we had done in our previous demo. There will be a completely different portion of the game and you will definitely see the differences that we were able to produce with the funding. We are really eager and excited to get your feedback on what we have so far and we are working hard to make an engaging and interesting experience. One thing that we regretfully may not show is the card game, although it is being worked on we have a slight delay in it. It has made Yin pretty upset, but as you all know we have a pretty hard time letting things like that bring us down for long and we will take the positive and move on with that.

Thanks for checking out our updates everyone. We are doing pretty well and we really hope that you like what we will show you guys sometime in March.

-Tyrell and Whitney White

If you did not catch it, we recently had a an interview with reaxxion.com. We had a really great time with the interview and we hope you enjoy it. I really loved the interview and the blurb that he wrote at the beginning was insightful. We are happy that he felt our project was competent enough to write about it.

Music

The last two weeks have been really great with development. Mark has made some really great music. The stuff he has recently composed really captures the the essence of what we want to interpret to everyone and it’s really exciting to get things going. These pieces are important to the story and its something we want you all to experience in the game first. I feel like he is making the best soundtrack for our game and it is really exciting to hear every new piece.

More Art

Ricky is still doing his thing, making battle backgrounds. He is currently working and getting a lot done as usual. Here is a sketch of his current work in progress.

 Spriter Pro

So I have had my eye on this program called Spriter Pro for some time now and I have to say this is my new favorite program. I have been able to make some really solid animations with a lot less spriting. Although our main humanoid characters will be sprited the traditional way this program makes a way to animate some really big enemies like the ones we planned with efficiency and quality.

The first thing I sprited was a mechanical creature that we are creating for an undisclosed area. I think you will see how well we were able to animate it and for a first attempt at the program, I do not think it was that bad.

Although we can make many more frames of animations we are limiting them as we do not want to overload the program with thousands of frames per animation, but we could if we really wanted to make the game lag like crazy lol.

Resized
Resized

I have recently been animating the white wolf which we all worked on together during the campaign. The program actually has a method to either save the pixel work or smooth it out. Now we are between which version that we would want to use.

Pixel
Pixel
Smooth
Smooth

These are still somewhat rough animations as the heads would need to change and animate a bit more and I enlarged them so you can see how different they are. We would really like you guys opinions on this as we would like to know which version you all would prefer. We feel it’s better to ask the people who are definitely going to be playing, you guys collectively can help answer the question of what you would like to see.

Pixel
Pixel
Smooth
Smooth

We finally found an animator that is going to be making custom visual effects for skills and abilities and we hope to show you more news on that soon. I’ve also acquired a little help to make the main playable characters and bosses much more dynamic and diverse. Her name is Debbie Ekberg and she has already shown she has a lot of talent and skills to bring to our game.

My sprite
My sprite
Debbie's Animation
Debbie’s Animation

 Selling T-shirts

We have been playing around with the idea of selling t-shirts to gather some more funding for some small additions to our project. We want to ask you guys if you think it’s a good idea. We want to go to Ricky and with your help, come up with a cool design that you all will like. Let us know in the comments what you think and you can help us brainstorm some killer ideas for it.

By the way, Whitney has just finished changing the forum software and updating it. It’s been inactive for a bit, but we are still around checking it almost everyday. Previous members who we KNOW are real have been migrated here. Posts have been copied, but not post times, so please ignore that stuff. It’s all going to say the same date/time. Those that have been migrated here, please make a new password. When migrating the members, Whitney gave you all a password manually, so she knows it.

http://whiteguardianstudios.com/forums/index.php

Thanks for reading this update we are really excited about February and the work that we have ahead of us.

Best,

Tyrell and Whitney White

Progress & Questions

Hi guys,

Great news. Everything is back on track when it comes to everyone working on the game. We’ve got a lot more infobook items, more sprites, a background, more story… I love the progress that me and our team are making.

Ricky just pulled another fast one on us with a battle background. Check out the sewers. I don’t want to say too much about this place, but just know that it is dangerous and it will have puzzles!

Mark is picking up the pace when it comes to music. He’s just finished a sad and intense track for one of the scenes in the game. Next he’s working on Jagen’s battle theme. There will be a lot of battle themes in the game mainly because I love music! We plan on giving the player the option of choosing battle music, but of course bosses and cutscene battles will have their own special songs. (Yeah, that includes you guys bosses which I can’t wait to get to!)

In a couple of days, I’ll be remapping some of the forest with the new tiles that Leen has done. Lot of wood, lot of deadness. Sen’s part of the forest is really one of the most depressing places I’ve ever seen. Really sets the atmosphere for her story.

Michael is really pumping out these infobook items, currently working on some crafting/loot stuff. There’s so many, but I’m going to leave you these three. Here goes some slime, an enemy claw, and some shrooms!

Tyrell is keeping his focus on battlers for now. He’s been working on some of the desert creatures. Reworking the crow’s sprites and fixing some animation on the cactabus, our resident living and moving cactus. Scorpon has also been revamped to be leaner and better with a more creative look.

I’ve been working on some dialogue… Most of it is serious, but I try to throw in some light moments to keep some balance. I’m not good with comedy or anything like that, but I’m trying. When we’re in beta, I can only hope someone can tell me if I’m being more cheesy than funny 😀

I haven’t had a chance to test the platforming elements, but the code is done. It will be more about timing than location precision since it will keep to being tile based and I think I’m ok with that. I guess we’ll see once it’s in game.

In the midst of all of that good news, we do have some bad news. The battle system is being delayed again. To be fair it’s a big system and we’ve made some pretty significant changes along the way. It may be a setback, but we are determined to get it how we want it, how we envisioned it.

We have some real questions for you guys. We want to give you guys as much information as possible, but do you think we are showing too much and leaving no surprises? We love showing you our progress, but never thought about these things until now. All of the eye candy, locations, the characters being introduced, sprites, infobook stuff… Do you think it’s too much to show?

– Whitney & Tyrell White

Slow, slow two weeks

Hey everyone, we’re back! Hope you all enjoyed the holidays! These passed 2 weeks have been very slow for us. We had to deal with family, kids, and business, which is usually not that hard, but this year it was hard to keep ourselves away from business which kind of screwed with our focus and really made things crawl along. That’s not to say that we have nothing to show!

We’ve been gaining ground on Iron Grid, which is the official name of the card minigame. Ricky returned to design the card templates and the game’s logo.

We’ve got platinum purple, gold, silver, and bronze ranks for the cards.

Here is the actual logo so you can get a close up of it. The theme of the game is sort of like an all out battle arena. Besides the basic DR cards, it will include crossover characters from other great indie games as well as characters from other games that we’ll be working on down the line!

Soon, we’ll know for sure whether we will be adding platforming to the game. I hope so, I think it will add a very dynamic and unique angle to our puzzles. We spoke about it in one of our streams and said if it wasn’t right then we wouldn’t add it. I’m keeping my fingers crossed.

Lately I’ve been working on some code, fixing compatibility issues as well as other things. I’m currently working on the equipment menu since that’s been broken for a while now. I broke it while trying to fix it a while ago 😀 Since I’ve been working on code, that means that I am still stuck in Annox Desert Village, so I’ll probably be getting back to that and finishing it once I finish that pesky equipment problem.

Tyrell is still working on battlers. He’s about to move on to updating Sinara’s battler so the styles and quality are kept up. It’s not much work to do upgrades, so it shouldn’t take long. He should have something to show you on her in the next update.

We have a delay in the battle system’s progress. It is going a little slower than we expected. Holidays called before he could finish, unfortunately. We are expecting it to be finished this month.

Mark also had a setback with the music due to personal problems, but he’s still working on it. He is getting music to us as fast as he can with great quality. He has informed me that he has a facebook page set up for his music. Demon’s Revenge isn’t the only thing he works on! Go on over and check it out at https://www.facebook.com/mmckeich and don’t forget to give it a like! He’s got some freebies up there too so download and enjoy!

So with all of that said, I’ll be ending this update. I know it was short and not much was shown for eye candy, but just know that more is coming your way!

– Whitney & Tyrell

Hey everyone!

Today we have a new update for you, but before we continue with that we just want to congratulate Ricky, our main artist, on his new baby!

Now on to the update!

We’ve been hard at work over the past 2 weeks working on the game’s story, making progress on battlers among other things. Tyrell has been going non stop on the battlers and is currently working on our resident martial artist, Amira! She’s gotten a revamped stance removing the staff since she is a weapon master. We felt that the weapon mastery should be incorporated in her moves while her bare hands skills should be default.

And to think, I wanted to kill her off! Haha!

Next in the art department, Ricky has finished a different section of Origin Forest! This is the area that Sen roams. Looks spooky doesn’t it!

Michael has produced more infobook icons. These are some status effect healing items along with the tent, the new analyze, and some scrolls. I look at the new design for the analyze and I’m in awe! The scrolls came out exactly how I wanted them to too!

The assets are really coming together for me to work with!

The updated battle system is also on it’s way too, so stay tuned for that! Hopefully in the next update or the next after that, we’ll be able to show you guys a little sneak peek of it. We should be acquainted with the system by then.

I’ve been recreating a lot of stuff that I thought could come out better, like the scene that happens at Sen’s house after Jagen meets her. I can also say that I’ve officially moved on from the intro of the game!So yeah, progress is a little slow this month, but stuff is still getting done! This would not even be happening without you guys. Sometimes I still can’t believe it lol. Being able to work on our game is the best Christmas gift ever. Speaking of Christmas, before we go, I want to say happy holidays to everyone! 😀

– Whitney & Tyrell

More Stuff

Hey guys, this update was supposed to be posted last night, but we had a power outage in our area and while we were informed that it came back on in about an hour, it seemed like a lot of time that we were in the dark and we just ended up falling asleep lol.

Anyway, for the update. We have a few things that we want to show you! Progress is coming along very well on everything except for tiles and battlers which take a while to make and get right. Last update, I mentioned that we might need a change of style due to no one being available to mimic the style of tiles that we had. Well that was indeed the case, so right now, the tiles in the demo are officially placeholders. We’ve gotten a new team member named Leen to help us out on that front. So far we’ve got a couple of trees to show you for one of the areas of the game.

It’s a dead area, but she made them in green too, just in case. I know it’s not cool enough until you see it IN game, but we don’t have enough tiles to show it in action yet. I think it will look just fine once everything is in place!

Michael has been hard at work with more infobook art!

These are some more basic items, like oreno aura, mislet vial and a few status effect healing potions. Once again, I have to say the creativity put behind so many different potion bottles and vials is mind boggling. I personally think they are gorgeous!

We’ve gotten a few music tracks back from Mark as well. I’ll only show one though (I don’t want to spoil ALL of the music even though it is way too exciting to keep to myself!)

Behold one of our sci-fi themed areas: Dangerous Spaceship. Creative name for the song, I know :P. Our songs currently have no names. Mark will do that when the soundtrack is ready for release and after having played the full game to get a good feel for what the name should actually be.

Mark is currently reworking Sinara’s battle theme. I know a lot of people liked the original, so I really just want it to be a remake in his style, but of course with his own original twist.

I’ve been building new maps for the new desert location, Annox. We’ve talked about this area a few times in previous updates. Annox Desert is a HUGE area consisting of a palace, 2 villages, only one being in chapter 1, and an area called the sands which is the outskirts area where you can do some battling and exploring. Since I’m using placeholder graphics, I’d like to wait before I show it off because who knows, it might be something totally different when it is complete with the new tiles! I’ve also been doing some light coding, but I’ve mostly been trying to focus on moving the story along. Side quests will be the last thing I do.

Tyrell has been breezing through the spriting process when it comes to the smaller characters, but the battlers definitely take a ton of time to make and to make them right requires that extra eye (Me :D) which makes the process take even longer. While there is a template we can use for humans on the map, there’s no template we can use for our battlers. They have to be made original.

The next thing Ricky will be working on is the card template for the minigame.

With all of that said, I want to let you guys know that a lot of our team will be taking a vacation during December for holidays. So work on art assets like the above shown will be a little slow and we’ll have more to show on that in January! Until then, we’ll keep doing our part and we’ll have some things to show for ourselves during December.

Hope you enjoyed this update, don’t forget to join us on facebook and/or twitter! Check our website from time to time. We update it when we have new stuff to put up!

– Whitney & Tyrell

More News & Progress

So we have been off to a great start. I have been trying my best to fit in whatever time I could get between my job to get some spriting done and like I said in a previous update, Sen is my priority. Since she is the main focus in chapter one, she has to be the most fleshed out character. So we want to get her as complete as possible in all aspects before the month is done.

Sen

Face portrait
Face portrait

One of the big things I am focusing on with her is her battler sprites making transitions and having the sprites animations move as smooth as possible.

Battler Animations

Run transition
Run transition

Here you will see a transition I have been working on between the run and the stance. Making the sprite animations flow into each other in seamless animations will make a much more enjoyable experience. Presentation is very important to us and we are putting a lot of effort into it.

New run
New run
Old run
Old run

You can see the difference between the older and more recent animations here. With the added reliability of the funding I have been able to go back and redo a lot of Sen’s much older sprites. Through time, we have really learned a lot and now implementing those skills have really produced some great results.

Stance
Stance
New attack
New attack

We have been working on characterization and making the animations look more dynamic. Each character’s style of play will vary and having those attacks and animations look far more exciting than what you have seen in our demo has become a major goal. As you can see we have reworked Sen’s stance to have her hair and shirt move just a tad bit more for those who remember the one we showed during the kickstarter campaign.

I do not want to give away the entire animation library of sprites for each character so I will try to hold much more back in the future but still show you guys progress. 🙂

Sprite Template
Sprite Template

I had also been working on a bunch of templates that we are using for NPCs. Male/female of larger and smaller characters as well as elderly characters are all done.

Along with the progressing the story, Whitney has been talking business with a lot of people and getting everyone prepared for the work ahead. We’ve learned that there’s really nobody who is able to replicate the style of our current tiles, so you may or may not see some changes in style, we are still talking about that.

As most of you know, we were talking about signing with a publisher before the kickstarter ended. Turns out the deal was a win for us! They have introduced us to many knowledgeable people and even got us connected to our new artist. He works on items specifically for the infobook. Michael Rookard!

He’s already completed some work for us. Take a look at it!

A few basic items
A few basic items

Ricky is currently working on the second wallpaper, which is in the same style except with the chapter 1 main villains. We have the sketch of that too and it looks like it is going to turn out great! Let’s see if you can recognize any of them from the sketch alone!

With that said, I think we are done for this update! I hope you guys enjoyed it! I look forward to giving you guys more news in another 2 weeks! (Yeah, I know we’ve been giving info in between, but we still want to stick to every 2 weeks :P)

– Whitney & Tyrell White