Demon's Revenge

Posts in the Comic book 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

We have been grinding for the last couple of months and in the midst of that, we have still been able to make progress. We have made numerous strides in development as we have been advancing on Iron Grid the soundtrack as well as promotion.

The game has changed enough for us to promote the game as something new. Everything from the menus, battle system and the story in various ways. We didn’t want to make the same marketing mistakes, as our previous attempts were pedestrian at best. Not a lot of people had a chance to know about our game. We are even considering just calling the game “Demon’s Revenge” as a way to make it more marketable.

Iron Grid is on its way to being complete. It is our premier mini game and we hope that everyone will enjoy its unique and familiar mechanics. It’s a good mix between Suikoden 2 duel system and a strategy card game. Here, we show a bit of that mechanic with the way you decide on who is going to go first. We use this rock-paper-scissors strategy in the main game as a way to add variety, chance, and strategy to the way you play.

We also had a few more faces for characters done.

And also some more npc faces and variations.

We have been continuing to work on many commissions as well as other work in order to get this game funded and where it needs to be. We are near the end of our journey with The Story of Revere and once that is released it would be the second commercial game to be a part of our resume as game developers. We would love to work on this project full-time, but we also have to have the funds to make this game what it needs to be for all the backers and the patrons on Steam.

We have not abandoned this game, it’s not any type of vaporware as we are trying our best to make sure this is a notable game. Making something to remember and of significance is taking some time. We may have to work on some smaller titles between this development to make sure that Demon’s Revenge becomes the game we envisioned it to be.

Thanks again for all the support, we will meet you at the next milestone!

– Tyrell & Whitney White

Hello everyone,

It has been sometime since our last update, but we bring a bunch of progress and news. We have been slowed down a bit because of some recent commission work, most notably for a project called Revere: A Story Of The End.” During our time working on Demon’s Revenge, we acquired some skills that we have put forward to helping us financially. We put a lot of our own resources into this project and we have high expectations on the final product. We are going to take some time in this update to let you know what we are up to as well as why this is taking so darn long.

We were recently apart of the game developers of color event in Harlem last Saturday. We showcased the older version of the game and got some great feedback. The event was very successful to us as we made some great connections with press and other industry professionals.

Over the last couple of months we have had some great progress with the game. We feel our over all presentation has improved. We have made improvements to the way the story flows and we have solidified combat to make it more balanced.

 

We are just about complete with the latest character portraits, Sinara and Dr. Krinwar. These portraits are really important. They portray the characters personalities in a way the pixel animations may have a hard time doing.

There are some new required animations mainly for the humanoid characters. Since the riposte and other skills or attacks can cause a lift in the character, we have decided to add hit up and fall poses. It adds more fluidity to the system and makes it more dynamic.There has also been more battle animations such as ground hits, running dust and swing effects to make the hits and animations look more exciting.

We have acquired a new team member, a musician called DaveyBriteRPG. He will be taking over in the BGM department. He’s already composed 10 new tracks for the game including, but not limited to, Sen’s new battle and main theme, Az and Lord Zorpel’s theme, and a few location tracks. We showcased some of it at the expo and it was one of the main highlights of our showcase. He has been a great addition to our project and he has done a fantastic job with the music he has done so far.

We are in the process of making more GUI options. Since the player is going to be spending a lot of time in the menus, we felt that we should offer options if the player does not like the current version or just would prefer a change in the theme.

Battle System

In the coming weeks, we are going to be releasing the battle showcase. In the showcase, we will be exhibiting many of the features we have for the battle system. There has been some new features that we have added recently and general polishing that we have to address. When that is done, we will be ready to show it publicly.

Once an enemy is scanned you can now access their hp as well as their status on the field by hovering over them. You also have access to all party members’ information when you hover allies too.

We have added a new victory scene with a new MVP feature. The MVP system allocates the most valuable player in your party and then randomly issues a bonus to your team or the MVP. We thought this would be a fun way to track your parties effectiveness and give a fun incentive for after battle. It’s currently not properly skinned/beautified, but we wanted to show it off anyway 😀

AI

The AI has become a centralized function of the game. Our battle system features objects and visibility variables so having the computer controlled enemies react to these scenarios is very important to the integrity of the system. There are times that the AI needs to hide and attack objects and make decisions based on where it is relative to the player. We want to offer a full and complete experience and having this system functional is extremely important. Although we have been looking to get this done awhile now, this is a relatively new feature that we have not yet tested to its full functionality.

Releasing The Current Build

We have been avoiding announcing a release date for this project. With our added work load on other projects to support this one, and the amount of time we are going to need to promote this, the game will not release until early 2018. We are aiming for February. Due to testing and our marketing schedule, this is the most foreseeable time that we can do this.

If you have ANY questions, please let us know! We look forward from hearing back from you.

Thanks for taking a look at our update we should be back with the battle showcase very soon.

– Whitney & Tyrell White