Demon's Revenge

Posts in the art category

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.

– Whitney & Tyrell White

 

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.

Worker Bee:

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!

– White Guardian Studios

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!

Thanks again for your patience.

– White Guardian Studios

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