Celestial Tear: Demon's Revenge

Posts in the battle 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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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

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

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

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

So most of April has been about trying to bring you guys a demo worth playing as well as preparing for the kickstarter coming in May. The demo is coming along pretty well so far, but it pains me to say that we will have to release the demo in parts again, as the other parts still need time to be perfected.  The first part being Jagen’s introduction, the second part being Sen’s introduction, and the third part showcasing the first real town in the game including a big beautiful palace which took me some time to get done. We thought we’d have more of the battle system done by now, but that has been going veeeery slow and we only have a small bit of it to show which will indeed be included in the demo.

battle preview

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