Discussion in 'Games In Development' started by Biestmann, Mar 8, 2017.
Thanks to both of you- I'll try it again later.
Yeah that's probably going to be a balancing act all on its own
Perhaps one way to go about it is having standard gifts and personal ones, where the standard ones Will level up affinity only to a certain point and personal gifts actually take it to the next level? I dunno Just spouting ideas here haha im sure you'll figure it out in time
Ran across this thread in another. We have to say... this looks interesting. Good job!
Thank you very much! The game is very much growing still, and so I hope to entice even more people to give it a try.
Hey, everyone! Just a teeny-weeny update today. The next character in line to receive proper art treatment will be Reiketsu!
To help the artist, I always draw a rough sketch of the pose I'd like the respective character to take. Have a look!
This should give you a rough idea on what to expect, and also as to why I have to commission art from other people. Michelangelo, I am not!
Their first meeting was in college. An absorbed Eucreta was working quietly and diligently on a paper not nearly due just yet. Alexandra, passing by, took a glance at Eucreta's material, spotting things of great interest and mystery to her. 'Excuse me', she said, 'What is it you are working on?'
Indeed Alexandra had always been a curious person, a quality that she had used to grow her knowledge but also as a person. But this curiousity could prove overbearing for some, and not really grasping why, Alexandra was left on her own many times over. Even Eucreta was left speechless at her brusque entry, but couldn't find it in her to be annoyed. Something saw her drawn to her then already, a bit mystified of those feelings.
To Eucreta, there was nothing that could not be explained by a set of rules, even if it meant breaking them and putting them back together. Pose a problem, she would find the solution. But those feelings then, she wouldn't be able to explain for some time to come. And so, a typically calm and collected Eucreta found herself a bit off-balance, for the first time in a while.
Following that day, Alexandra would keep dropping by the same place, and in time, they would discuss their classes, their aspirations, their dreams, and sometime along the way, fall in love.
Both graduating with honors, Alexandra and Eucreta went on to become accomplished researchers in the field of neural and network science and the field of biology respectively. Following the cases of mass faintings and subsequent comas, they were soon recruited by a company called Advent to head research of the phenomenon. Their team eventually discovered the existence of a dream shared by all victims.
Together, the two she succeeded in artificially recreating the comatose state suffered by the victims. This allowed them to send Advent's own researchers into the dream. Refusing to let others go ahead with what they started, Alexandra and Eucreta decided to follow their fellow researchers into the dream. There, they lead the expedition into the unknown.
Even though I originally intended to wait until all characters' artwork has been completed to make this change, I went ahead and updated the face art of four out of nine of the playable characters. Sure makes a difference on the eye, doesn't it!
Let me know what you think!
I'll be 100% honest- I like these face graphics, but I don't really see any difference- I like both the new portraits and the old ones equally. Is it a different artist...? I just can't tell. Am I missing something?
It's the same artist and the same drawings. I never actually implemented them into the battle UI or the message windows however. They were only visible in the status menu before.
I like the faces being displayed in the battle UI, however, I have to say that there is something that bugs me quite a lot: the padding used for the health bar and for images is different. Most likely a wrong padding has been set for those images because the top padding is different from the left padding as well, and each image is shifted by a few pixels to the left side.
It is of minor concern since it has no impact on the game-play at all, but it is still something worth mentioning in my opinion.
You are right, the padding wasn't the same. I have made the necessary adjustments. Thanks for pointing that out! And while Forest's face still appears to be a bit further to the left than his HP bar, that actually is an optical illusion. I have also adjusted the height of the faces to display more of them than previously. I hope this makes for an improvement.
Hey, everyone! Today I would like to share the sketch for our sensual assassin, Reiketsu!
Let me know what you think! Reiketsu's finished artwork will arrive soon!
And i love the fact that Reiketsu is finally getting a custom portrait.
Glad you like it! I have been excited for Reiketsu's artwork for a while now, but make sure to commission characters of a different sex subsequently from one another. That way, the drawing process stays fresh for our artist. That means there are only two options left for who comes next!
I will be pushing the next update in the coming days. While the Rooms & Gifting feature will not yet be implemented, the patch will introduce two new Urgent Missions and make a number of QoL changes. On the topic of the latter, is there anything you guys would like to see?
I'd love to have the option of playing the game in a window- as it is, I have to close the game and open it again every time I want to adjust the volume.
That already is possible. Pressing F4 will exit fullscreen mode into a 1280x720 window mode. Likewise, pressing it again will reactivate fullscreen mode again.
I didn't know that- thank you.
Today’s large-scale patch is filled to the brim with brand-new additions and quality of life. Let’s get right to it!
The story and lore of Eternal Dreamers has been greatly expanded upon with the addition of a televised broadcast straight from the real world, a new ending cinematic as well as two unlock cinematics that have been rewritten to feature the mysterious antagonist of the game for the first time.
At the center of Eternal Dreamers is of course the combat, and so the battle system sees a major visual overhaul, as the damage pop up has been drastically improved in terms of design and readability. Another highly requested quality of life improvement has finally been implemented as well, as consuming ability books, spirit eggs and Bo’s Treasure will no longer see you exit the menu screen. Additionally, the finalized character art for four out of nine playable characters has been fully implemented into the battle screen.
For those up to the challenge, two new Urgent Missions, Roar of the Steppe and Desert Rumble make their appearance. Fight powerful new opponents in Al Ghazur, the chimera driven violent, and the Desert Behemoth, a bulky creature you won’t take down so easily. To ensure players get to experience all Urgent Missions more frequently going forward, their appearance rate has been drastically increased on both available difficulty levels.
We went for even more accessibility by reducing the exchange rate of spirit eggs from 10x Dream Essences to a whooping 3x. Spirits add a layer of strategy and decision making to combat that had previously been gated by the difficulty of their acquisition. This drastic change will allow players to access this additional layer of combat much more quickly. Additionally, the Tower now will be available as soon as you unlock the Crater area. The Tower is intended as a long-term challenge, and the earlier unlock does not change that by any means. It does, however, lead to a better spread of content unlocks and fits better within the context of the story progression of the game.
And finally, players expressed concern that the Legend Summons feature cannot be accessed often enough due to the rarity of Goddess Fragments. Therefore, all rare equipment will now yield Goddess Fragments in large quantities if recycled. If you were to happen upon a duplicate of a rare item, that finding will no longer be in vain. While we intend for Legend Summons to be a welfare mechanic, we hope that this addition will allow players to summon forth new equipment more frequently.
Changes as well as bug fixes can be found in the patch notes below:
Several visual improvements have been made to allow players an easier understanding of the events taking place in battle
A visual cue will show above each battler whenever a status effect is applied, removed or expires naturally
Attacks effective or weak on an enemy due to their element will display a pop-up during the damage phase indicating either
Recovery of HP will be displayed in green numbers
Recovery of AP will be displayed in blue numbers
Changed font used for damage pop up animations
The damage pop up animations are more lively
Added an ending cinematic
Rewrote the unlock cinematics for the Crater and Depths areas
‘Death’ finally makes its appearance
Slightly altered appearance of the garden area
Added a television screen to the garden area. Tune in to keep up with new developments in the real world
Slightly altered appearance of the lobby area
Slightly altered appearance of the area select screen
Changed the area music in all parts of the hub
The tower-type quest will be unlocked together with the Crater area
Made small changes to the quest description of the tower-type quest
Added two new Urgent Missions
Roar of the Steppe
The chance of Urgent Missions appearing after clearing an Investigation-type quest has increased:
Normal mode: 2% -> 5%
Hard mode: 2.5% -> ~7.7%
In the event of an Urgent Missions being triggered, the player now will be notified of the fact by Eucreta upon their return to the hub area
The music NPC has been revamped. Interacting with the NPC now will cycle through and play select tracks in the casino permanently
You will no longer exit the item menu when consuming ability books, spirit eggs and Bo’s Treasure
Shortened and visually adjusted the process of opening spirit eggs
Shortened the process of opening Bo’s Treasure
Upped the star grade of all rare equipment by 1
Recycling rare equipment will yield additional rewards:
10 stars: 40x Goddess Fragments
11 stars: 70x Goddess Fragments
12 stars: 100x Goddess Fragments
Changed the exchange cost of spirit eggs
Before: 10x Dream Essence
After: 3x Dream Essence
The spirit Dark Spirit no longer has varying values of AP. Instead, it provides a set amount of 2 AP to the character that has it equipped
Added three playtester-designed weapons to the Infection Fragment exchange shop:
Crystallized sword empowered by the hopes of those left behind. (11 stars, sword)
10x Infection Fragments
Occult weapon emanating a mysterious aura. (11 stars, katana)
10x Infection Fragments
An ancient tome that pulses with an eldritch power. (11 stars, tome)
10x Infection Fragments
The gauge ability Blitzblade will cast instantly
The gauge ability Bloody Ensemble will cast instantly
The gauge ability Fatal Stab will cast instantly
Renamed the class Preacher -> Illuminon
We opted for this change as we felt the previous name did not match the skill set, design and personality of Faeris. It will take some getting used to, but we hope you will grow to like the new name for her class
Please feel free to suggest alternate names if you think you have good ideas
The gauge ability Resurrection will cast instantly
Reduced the attack values of the boss-type enemy Ooze on the normal mode difficulty
Abilities that cast ‘instantly’ without taking up a character’s turn will be marked as such in their description
The use of an ability increasing or decreasing the character’s charge level will be indicated more clearly through the use of icons in the ability’s description
Rewrote a select few ability descriptions
Updated face bust of Monolith
Updated art of Anna, Forest, Monolith and Sakia will be displayed in battle and dialogue windows
Anna’s backstory has been slightly altered, and she been promoted to being a doctor
Added a menu point for the ‘Coaching’ feature to the party menu screen
The feature remains deactivated and will be added in a future update
Character faces instead of character models will be displayed in the loading screen
Adjusted pitch of the BGM playing when fighting the Assault Leader/Assault Imperator
Made slight alterations to some segments of the manual
Optimized performance in some areas of the game
Players will no longer be transported to the Medical Bay when successfully finishing a quest
Added missing background image to the appearance selection screen of the beauty salon
The river sound will no longer play when entering the lobby from the garden
Fixed incorrect positioning of the character artwork in the menu screen
Fixed a typo pertaining to Eucreta’s name
Removal of the Frozen state through combat has afflicted unable to move for an additional turn regardless
Room Feature -> Coaching Feature (Implementation Phase)
Thank you for your support! Download the new version here!
Congrats on the new version. Looks pretty fantastic.
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