Demon's Revenge

Posts in the Steam 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

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