Celestial Tear: Demon's Revenge

Posts in the art category

May 28th update

As I was getting up today I noticed how off track we had strayed from giving you guys updates. I had been posting things on facebook and twitter for the last couple of days before I begin work on the game in the morning. A lot has happened over that time and we would like to share a lot of that with you.

 

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April 22nd Update

So we are extremely busy and a lot more organized than we have ever been. We have started using a program called Trello and it has increased production exponentially. We are pretty much done with the demo beta besides a few bugs and workarounds that makes it a bit more playable. We are setting something up in Trello so that it will be a lot easier for our beta testers to give direct feedback and bug reports. We are pretty excited to hear from you guys, we want the beta to be as playable as possible as we continue to improve on what is beginning to really impress me.

Hasphal
Hasphal

Ricky has finished this gorgeous map. We are extremely impressed with what he has done. Despite all the work he has done previously, this map is one of the best pieces of art he has created. Whitney’s vision on these places coming to life is really cool. I was skeptical of all the locations she had and wondered if it was too much. It looks perfectly balanced and the detail is so good I thought we could offer the full sized version to our backers as a wallpaper.

Over the course of developing this game we have had some good expectations and in a lot of ways when I test play our project we have met and exceeded anything I personally thought we could have achieved. I have grown so much with my pixel art and I continue to evolve as this project goes on. Jagen has been one of the more detailed and prominent characters in our game and he has been the bane of my existence, with all the detail that both Whitney and Ricky put on him. Yet I still am able to improve on what I was able to do before hand. A lot of people respect my work which makes me very proud. I never thought I would reach this level of achievement doing what I love.

Jagen Final Stance
Jagen Final Stance

We have had some gameplay changes and we would definitely like your opinion on it. Although we will continue to have jumping in our game, freely jumping anywhere you want will no longer be a feature. We had some visual and gameplay problems with it and in order to tie the project down in a clean and neat package we had to modify it the way we did. Now there will be jumping prompts where that aspect is available and hopefully we will maintain that free roam aspect and feel of the game.

We have also implemented a point and rage system within the combo and finisher system. There are now three buttons instead of 4 directions, having left and right seemed a bit redundant and the other button will more than likely be reserved for cancelling out of the melee attack position. The base combo points will start at 40 and progress as the game goes on. Up, which is the strongest attack has less accuracy and takes the bulk of the points. Left is the moderate attack and takes a modest amount of points and does middle of the road damage. Down does the least damage and has the most accuracy which takes the least points. They also have direction implications which will allow you to exploit an opponents weakness or discover its advantages. For example, attacking a flying enemy like a bat which has 100% evasion against your low attack would be useless so instead of spamming the attack button you will be planning out your attacks and hopefully this holds players attention to battle. Rage points are used to execute a combo finisher. You gather rage points as you do melee damage and are attacked. It is divided into 4 sections which attributes to the four levels of combo finishers. Our goal is to make the battles both fun visually and technically and help you connect with our characters both in and out of battle.

We hope you all enjoyed this update, we are definitely on our way!

Thanks again,

-Tyrell and Whitney White

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

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