Mimironi

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Do you have what it takes to save a higher being? Of course you do! Now, get to it! ...Not like you have a choice.

Summary:
Six individuals find themselves summoned into a frigid, unknown land. As they cross paths and band together, they will learn more of this land and why they were brought there...

Background/Lore:
Each of the Five Planets within the world Vithias were given control by five different Deities. These Deities' duty was to take their given planet and shape it as they see fit. One such Deity was given the planet of Erutia to shape to their desire.

Upon transporting to Erutia, the Deity noticed that the planet had very little Etheric energy within it. It was a dying planet, and the two species that populated Erutia, which they later dubbed as the "Luvine" and "Sirin", were on the verge of extinction. The Deity granted Life and Ether to the dwindling land and granted those within it new abilities to help them evolve.

The Luvine-- a highly humanoid species-- was given control and resistance over elements such as fire and ice. The Sirin-- a similarly humanoid species save for their pointed ears-- were granted innate control over the energy to manipulate life and Ether itself. Sirin with tails had better control over giving life and ether, while Sirin with horns had better control over taking such things.

The ability to channel the elements and harness the energy of the wayward Wisps around them helped both species grow and thrive.

This Deity also granted a small number of beings, both Luvine and Sirin, the ability to protect mankind should the time arise. These beings are known as the “Aegis of Erutia”, and the mark on each one’s body, as well as their untapped amounts of Ether from within, is a testament to that.

That was how they decided to shape their world, and each Deity was meant to shape their world--and theirs alone-- as they willed.

Yet one such Deity desired more…

Gameplay/Features (Demo):
  • Two types of areas: Fields, which focus on seeing new monsters and exploring wide areas, and Dungeons, which focus on solving puzzles and gaining treasures.
  • You know the "colorful cast of characters" alliteration? I'd say CotO's got that.
    • High amounts of banter.
  • Fast paced battles? Well, that depends on how you play!
Gameplay/Features (Future):
  • Various Enhancements and Souls that allow you to form each character however you wish. Want a character with low defenses to end up being the bulkiest one of the group? That's completely possible!
  • A hub "...town" full of helpful, yet otherworldy beings.
  • Special one-on-one conversations between characters that are unlocked as they fight together, or additionally through giving them gifts as the protagonist.
    • "Synchroforte's" -- exclusive attacks between two characters who have bonded through these conversations.
  • Six distinct protagonists to choose from.
  • Optional, (generally) lighthearted group conversations unlocked as you advance the story.
    • Four people are playing a card game? Three of them are trying to cook for the rest of the group? There's all kinds of potential for conversation among these six.
  • Skill-learning system. Learn whatever skills you want whenever you want.
  • More banter? More banter.
  • Dungeons with dangers, traps, and more puzzles? Absolutely!

Screenshots:

1614205357696.png2021_3_31_13_31_15_817_4845.png

2021_3_31_13_55_26_248_2195.png2021_3_31_13_29_13_858_3474.png

More Screenshots:
2021_3_31_13_57_18_1_731.png2021_3_31_13_50_46_523_1992.png
2021_3_31_13_37_33_371_2631.png

Download (About 40-60 minutes):
[LINK]


Credits (Demo):
{General}
Kadokawa

(Animations)
hadecynn
Kadokawa
Mr. Bubble (https://mrbubblewand.wordpress.com/)
Timmah-Lexus

(Audio From)
Blue Reflection
Cross Edge
Dream of Mirror Online
Sigma Harmonics
The Alliance Alive
The Legend of Legacy
Trickster Online

(Audio - BGS)
Kadokawa
Sound Bible

(Audio - SE)
369 (http://www.369musiq.com/)
Kadokawa
Lofik
Orange Free Sounds
Sound Bible
Osabisi
Zapsplat.com (Sounds from Zapsplat.com)

(Graphics)
Aekashics
GrandmaDeb
Kilitar
Moghunter
RPG Maker FES Resource Pack (C) Gotcha Gotcha Games Inc.
Whitecat

(Graphics - Tiles)
Kadokawa
Mr Pyramid Head
NuraRay
Pandamaru
whtdragon

(Plugins)
Aries
Atreyo Ray
あわやまたな (Awaya_Matana)
Exhydra
Galv
Hudell
Kadokawa
LadyBaskerville
Moghunter
Shaz
SRDude
Yanfly
Yoji Ojima

Conclusion:
Thank you for reading this far and taking interest in Call of the Overseer! It will be some time before the next major update due to plans for a graphical change, but I will gladly fix any major errors/bugs/glitches, should you come across any.

If you have any feedback, I'd love to hear it!
 

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Biestmann

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I was so surprised when I saw a new project in your signature! The premise is intriguing, the systems sound engaging and your character designs are smooth as always! I've downloaded the demo and will give it a try as soon as able. In any case, best of luck and you have my support!
 

Mimironi

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@Biestmann Haha yeah surprise! :kaoblush:I've been nervous about it, but a story like this is one that I've had for a while and really wanted to do something with... Thank you for your support, it's very appreciated!
 

Biestmann

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That was a very enjoyable demo!

Briar, Keir and Aadrios are well-realized characters without any of their traits being overbearing. They play off each other well too, so it is easy to see you have a knack for writing interactions between characters. The spritework complements that wonderfully too. (Aadrios shifting his eyes has to be my favorite expression of them all!)

The visual map design and the music is great at setting the mood, I was completely immersed in the places the demo put me in. The tower dungeon offered some interesting puzzle mechanics to boot that managed to trigger my dopamine. The cute jingle that plays when you solve puzzles helps too! I think it would be fine to mildly increase the difficulty of the puzzles as the game progresses, but I can see why you would want to keep things simple for a first bout.

The combat is straightforward and fun, and it is nice to see that the characters' personality still shines through in those sections too, such as Aadrios casting spells with a dismissive expression on his face.

Frankly, I couldn't spot any real bugs. The character portraits are missing, but you said the next update will rework some of the art, and I assume adding them is included in that. That's kind of it? Some tile passabilities seem inconsistent, but it seems you are aware of that too. That's really it. Small things that can be fixed in a flash. It's a really polished demo in this regard as well.

I really had a great time! I'll be sure to play the next versions when they release!
 

Mimironi

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@Biestmann
Thank you! I'm glad to hear you've enjoyed the demo! ^^

Character interaction/dialogue is one of my favorite things to write, so that's nice to hear! Same with the visuals! Admittedly, wanting to keep the map visuals is actually a big reason I chose the battle system that I did.
Making puzzles is completely new to me, so hearing they were enjoyable is great! And yep, I plan on upping the difficulty of them as the game goes on.
 

Mimironi

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QoL Update!
Hello, everyone! Today I bring you a quality of life update!
If you have already played the first demo, playing this one is not entirely necessary, considering there is no advancement in the story.

Still, there are many small changes that I have made, and I've got a list of them here:
  • Enabled dashing by holding SHIFT (there is also an option to enable automatic dashing in the settings menu).
  • The “Order” option has been removed from the menu.
  • Added arrow indicators inside of Temple of Advancement α.
  • Added an “Ailment Guidebook”, received after the “Basics of Battle” tutorial.
    • This will tell you the specifics behind Burn, Frostbite, Daze*, and Regen.
    • *Renamed Paralysis to Daze.
  • Crystals will now show the Energy (currency) you currently have while being asked to be healed.
    • Crystals inside the Tower of Advancement now cost the correct amount of Energy (previously, the message displayed the cost as 10, but it costs 12).
  • Changed Aadrios’ second skill to “Flesh Rot”.
    • Flesh Rot deals Blaze damage to 1 foe and has a chance to inflict Burn.
  • Changed the Battle HUD graphics.
  • Made a game icon.

  • Added a chit-chat if you decide to walk back to where Briar woke up after Aadrios and Keir join.
  • Updated some skills’ descriptions to better represent the time frame for casting and duration of effects.
  • Made a few animations easier to see.
  • Changed Ether Drain’s name & animation.
  • Added World Map music.
  • Added “Species” to Briar, Keir, and Aadrios’ info pages, as well as small blurbs about each of them.
  • Made the icons of status effects inflicted on Nameir easier to see.
  • Slight dialogue & enemy stat balance changes.
  • Changed Bladed Will-O-Wisp’s name to Bladed Soul.
  • Swapped the Flame Cryst enhancer for the Frost Cryst enhancer.
    • Flame Cryst will still exist, just not in this demo.
  • Changed a few treasure contents.
  • Fixed passability errors.
  • Fixed sound effect when using a healing skill (Lumin Cure) from the menu.
  • Attempted to fix a rare error with Aadrios’ movement in the cutscene at the roof of Tower of Advancement α.


  • Etc:
    • Briar, Keir, and Aadrios' designs have been finalized and I plan to show them by the end of the month. The sprites in this demo do not accurately reflect them, but there is a notable enough change to Aadrios' sprite in this version.

The first post has been updated with the link to the new demo, but here's a link to it here as well: [LINK]

Thanks again!
[12] Briar Keir Aadrios Mini Update [OC] (CotO).png
 
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Biestmann

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Nice update! Can't wait to see the cast's finalized designs!
 

Mimironi

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Log 1 [March 2021]: Fullbodies and Futures (Plans)

Hello! Hey! Howdy!

So, Call of the Overseer’s been out for a bit, and I wanted to start by saying that I'm very glad, and relieved, to see that it’s been received well between the sites I’ve posted it on & the people I've watched play it!

Though now the question is… What AM I doing for CotO now? What’s next for CotO? Well now that I've finished 3 of the protagonist's fullbodies (shown later in this post) I’m back in the engine, refining the ACTUAL cutscene that plays after the first Guardian (Nameir)’s battle. After that, it’s onto the next scene!

And as for what’s next in CotO's development, my goal is to have a “Major Update Demo” complete and playable by the end of this year!

So, what’s going to be in the “Major Update Demo”? What makes it so major? Well there’s planned to be…
  • About 35% of the full game.
  • All 6 protagonist will be selectable to play as, + all their prologues will be implemented (3-5 minute scenes, just prior to the events of the current demo).
  • “Halcyon”, a hub location where you can converse with otherworldly beings, exchange energy for unusual enhancements and other rarities (or commonalities, if you really just need a LiChu Bead and don’t care about some rare “hyper elixir of all life”, or something), get to know the team better, and more.
  • “Roots & Branches”; a skill learning system that involves changing a base (root) skill in multiple ways (branches). While you must pay a small fee the first time you want to learn a branch, you can learn or unlearn the branch for free afterwards.

And as for things that I would prefer to be in the Major Update, but may not fully make it in just yet:
  • A preview of the optional “one-on-one” conversation system (name pending) between party members. The further you advance two character’s conversations, the more bonuses they will get. Eventually, the two involved can learn a devastating (or helpful) team attack, known as a “Synchroforte”.
  • A preview of the optional “group chat” conversation system (name pending) between characters, whether they’re playable or not. These do not provide in-battle bonuses like the one-on-one’s, focusing more on how important characters interact with and learn from each other.

Now, let’s look at the goals for the Major Demo a bit more mechanically…
In the broadest of senses, there are *technically* only about 5 things that I need to get done for this next demo:
  • -Character Sprites
  • -Enemy Sprites
  • -Story/Cutscenes up to the end of the 2nd Tower (end of Major Update demo).
  • -Battle-related things (balancing, new enemy creation, character skills)
  • -Character designs/waist-ups/cut ins.

...Clearly, there’s much more detail that goes into each of these things. And they all need each other to work properly. The cutscenes can’t be properly choreographed without new character sprites, the battles can’t be fully realized without all 6 protagonists being implemented, character sprites can’t be made without character designs being finalized, etc etc!

That’s why, despite the seemingly short list, I can’t confidently say the next update won’t be done until AT LEAST the end of the year. Also, real life things will get in the way at some point, I’m sure. And as for the full game itself, well… I have no given date yet. Still, CotO is a smaller scaled project, and something that I feel I can actually complete at some point without being scope-crept, given the format of the gameplay & story.

In terms of gameplay length, for the Major Update, the loose estimate of one playthrough is 3-4 hours. For the eventual full game, the loose estimate of one playthrough (at this point) is 9-10 hours?

Now, looking back at the list... the character sprites are already made, right? The enemies to some extent too, right? Well about that…

I’m planning on making my own sprites. For various reasons, that’s what I’ve decided.

Do you still call these “sprites” when they’re not pixel art? ...You do, right?

Making my own sprites is not something I’m entirely used to, especially when it comes to animating them. This will probably be the most time-consuming step for this update, and it’ll be a very new endeavor, so bear with me there!

Next month (April) is when I’m going to start working on these sprites! I’m aiming to get the sprite style/concept/proportions/etc right, then working on Briar’s walking + idle poses, if all goes well.

Well, one more thing before I’m done… Now’s the time to show Briar, Keir, and Aadrios’ fullbodies!

While the designs of these three in particular were very much based on their demo sprites, there are a few differences in their actual designs.

Briar Splash Art_S.png
Briar Ardrel, Age 25, They/Them. A Luvine adept in harnessing the Sky element!
Keir Splash Art_S.png
Keir Osiria, Age 22, He/Him. A Sirin adept in Life-restoring and blessed arts!
Aadrios Splash Art_S.png
Aadrios Eldaum, Age 24, He/Him. A Luvine with Sirin blood-- adept in accursed arts relating to the afterlife!

And if you’d like to eventually see each character’s reference sheets (which are much more sketch-like), I’d suggest following the gamedev twitter! Things are a little bit more laid back around there in terms of what I post. I’m also posting the fully scaled versions of these drawings on there, since I reduced the size in half for the sake of this site.


There are three more protagonists that have yet to be seen, so I wonder if these three will still retain your interest as the others are eventually revealed...


That about sums up what I wanted to say for today! I can’t give an exact schedule on when I’ll post devlogs, but the end of every other month is the ideal. Which means the next log is planned for the end of May.

Well, until next time!
 
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Reinarc

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Super cool. Love the diversity and hard work! Looks great.
 

Mimironi

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@Reinarc Thank you! I'm glad to hear it! :kaothx:
 
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TheGentlemanLoser

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This looks rad! I really dig the snow theme (I've mentioned it elsewhere I think but I'm a sucker for snow). I'm not gonna lie, I'm not in love with the style/execution of the character art (though I appreciate the obvious effort put into them), but the in-game graphics are very solid. The font you chose is clean and readable but suits the mood/theme well.

I'll be able to give more substantive feedback if/when I play it. I should really play more games (not having access to RMN doesn't help) so you have my official certified permission (tm) to remind me to play this!
 

Mimironi

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@TheGentlemanLoser
Hey, thanks! Yep, I loveee snowy/icy areas in games, too! Always love reaching the "snowy continent or town" part of a game. About the art, well I know my art style isn't for everyone, so I get it. Still, thanks! And it's nice to hear you like the in-game graphics.

I'll be looking forward to the feedback if/when you decide to play!
 

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