Discussion in 'Games In Development' started by samkfj, Jul 16, 2018.
Glad to be part of this journey my friend
I love you.
Great updates! Happy to read you're on track and taking feedback responsibly!
My goodness...this game looks beautiful. Keep up the great work and best of luck completing this!
@samkfj, wow your game looks awesome. I can see that put a lot of work.
Hello there. S'been a while.
Firstly--let me just say thanks for your continued support of RTLTS. I am indeed still working on it, and I have continued to work since my last update. It means a lot to me to know y'all are out there, thank you.
Before I begin--I've updated the first post of the thread with many new images and the teaser--I'll be re-adding the teaser here toward the bottom, more info on that later.
Now for the update! It'll be a read--so be prepared, but of course--click the buttons for pictures as those will explain better than my words.
Sprites: In my last update--one thing I mentioned that I was replacing all the default walking sprites with newer, taller sprites. I am happy to report that every sprite (minus the children--as they're just resized a little) is replaced now! It took me a while--but it's done. Here are a few examples of their variety:
Spoiler: Sprite Samples (Not Actual Size--resized to 400% to show them better)
Very special thanks to hiddenone, Avery, PandaMaru and Yuki/Rin2595 for their templates and assets respectively. All full credits exist in the in-game credit page.
Sprites are varied--many include alternate versions where they open their mouths, move their arms, laugh, cry, close their eyes, etc. Yanfly's doodads definitely help when it comes to showing their emotions too.
Combat sprites I haven't tackled yet--they are still the default ones for now. I will work on overhauling them in the very near future.
Next up is the Maps: I've since recreated many of the maps throughout the game. All maps had been previously created using gimp, Yanfly's doodads, and layering--but I had to recreate a few to accommodate the new sprites, and many I wasn't very happy with--so I just recreated them. The biggest change happened in the town of Seaport--take a look.
Spoiler: Old Seaport
I apparently don't have a screenshot for Northern Seaport--but I'll add the new version--sorry :/ Trust me when I say the newer version looks a lot better.
Spoiler: New Seaport
Every map has been overhauled, these are just the extreme cases, and I felt the best to showcase. As I wrote previously--there are more examples in the first post of this thread, with updated content, and a few in the previous update.
Now for Story/Dialogue:
So as I had said previously--playtesters really enjoyed the story, characters, dialogue, and the interactions--however, they all agreed the timing and pauses were too much. Therefore--I have been overhauling the timing and pauses to reduce time. What existed as maybe a 60-120 frame pause (equivalent to maybe 1-2 seconds) has been reduced to a fraction of that. Utilizing the instant text command will also reduce that time even more. Dialogue is more streamlined and I have been reducing unnecessary banter across the board. Sure--NPCs may yak a little, but for the most part, what they say will be critical to the encounter rather than just a few meaningless words. Thank you again to all the feedback I've received! Y'all are the best.
The story is taking a little bit of added lore too--however, lore is based entirely on player choice--so anyone interested in learning more about the world of Tellus could head to libraries to read up on history--or find NPCs in the world that might want to share a story. You have the option to opt out if you come across these encounters.
As for the game story--it's still headed in the direction I plan--so nothing major has been added or removed. Though you may find a bit more to reveal the story--and a few things removed to make Donica more--mysterious in nature.
For Music and Sound Direction:
Unfortunately--I haven't had much time lately to work on music and sound direction. I plan to once the demo is ready. I've decided to at least complete the main battle song before the demo is released again. After it's release--I'll continue with music. As for sound effects--I've created many strange and unique sounds that can really bring the feel I was wanting. I've also found many free sounds that I've been able to utilize.
Up Next--Game Design:
So many things have indeed changed when it comes to play. I've buffed Mao's magical ability--making him a very formidable mage. Powerful with his spells, but still very weak to damage. Longinus has had a bit of a recasting of his damage formulas and is using only strength based rather than strength + magical. Sibelis has remained generally the same--still utilizing high damage attacks with low MP pool. Donica has gotten an increase to her magical ability as well--and is more of a target for enemies, being the healer of the group. Enemies have also become more tactical and will use dangerous abilities more often. Rufigar is still a powerhouse and also gains more damage reduction from trash talking enemies, there's also a one turn increase to the duration of pissed enemies when he taunts them. I will go over in depth the game changes in the next update--once I fix a few minor bugs and tweak the formulas.
@Vanessa has totally been a major and welcomed help with creating art. I've said this before--but if you're looking for an artist--my recommendation goes to her. Have a peek at some of her creations, and a few wallpapers and promo art.
Spoiler: Vanessa's Art
Check out the Characters button on the first post to see the updated character pictures, all created by her. There is also a new party member there--though she doesn't join in the demo--she does make her appearance... but just in case. Here she is, Hecate Langstaff.
Spoiler: Hecate Langstaff - The Leader of the Kurohata Brigade
With that--we've come to the end... but wait... there is one last thing.
With the announcement of the RM Create Something Birthday Event--I figured... why not try and make something then. So I decided to make a story based teaser trailer. This teaser is very short in length, a minute and ten seconds--but it took me close to two months to create. Every map, sprite and image is hand placed and many were created specifically for the trailer. It was a lot of hard work--but I was so happy to do it. A very special thank you to @BadLittleSeed, @Finnuval and @The Stranger for helping me along with it every step of the way. Thank you my friends, you were all a wonderful and welcomed help, even by just keeping me company.
What you are seeing--is Donica's worst nightmare coming to fruition... the end of the world; the end--of her world. Good thing a dream can be a powerful motivator to change.
Also--a special and wonderful thanks to Finn for his fan art he created for the event. I have few more pieces of fan art--but I want to get permission from the artists to post them. I will update the thread in the very near future with them.
Spoiler: Finn's Art
With that--I will end this update! Thank you for visiting, and keep your eyes out for more updates. I hope to have the new demo completed in the next few months with all changes--and maybe a few new additions, we'll see.
If you're new to RTLTS--consider giving a like and a follow, and I'll do my best to update more often. Y'all take care now, and have a great morning/day/evening/night.
Been hard at work on your game, it's looking great! @Finnuval never disappoints with his awesome, out of the blue, fan art.
Great to see the updates on the thread and not just in conversation hee hee
@The Stranger haha thank you Guess I'm just a stealthy fan-boy?
Hello! It's been a little while--and I think time for another update ^_^
Today (or yesterday when I will probably finish this post) marks the one year anniversary of Run The Last True Symphony! I can't believe it's been that long already. I am very blessed, and happy that I had found this place so long ago. So--with that, thank you all for your support, words of kindness and wisdom, and my friends.
I will try to keep the update short and sweet; if I can that is.
Game Visuals: I have continued to adjust, fix and add things to all my existing maps--including additional props, animated doodads/sprites and give the maps each an overall natural feel. Every map hasn't been totally overhauled--but many will have increased props like scattered trash, or flowers as an example. I've also continued to litter maps with new sprites--and many of which have emotes they wanna show you. Originally, I wanted to have a minimalist type hud for battle will continue to do that--however--with the release of Luna Engine, I will slowly be switching over to that for my needs. The current build (and soon to be released update) will however not utilize Luna Engine. For the most part--I have too much on my plate and I'd rather finish what I have now before I move onto a new venture.
@Vanessa has also continued to create wonderful pieces of art for RTLTS! I know I've said it--but send her a message if you're looking for an artist, I know she'll appreciate that. Thank you, Vanessa--you've been the greatest help to me. Here's a few she's made for me recently ^_^
Spoiler: Longinus Von Oi
Spoiler: Bug Powder Assembly Splash (With Honey)
Game Mechanics: I've continued to overhaul many of the existing mechanics--my initial goal was to provide a familiar but easy combat system, something energetic but still very easy to use. I have been toying with the idea of TP for Non-Magic users and MP for Magic Users; but there's nothing definitive yet. This way--it would give more emphasis to use normal attacks (with a chance of a boosted super attack) to give energy to party members for using their skills. Magic users would continue to perform as they do--MP to power their spells--with no gaining MP unless potions would be used. I'll also tackle this once the demo is completed.
The characters are very balanced (at least in my opinion) for the moment. Longinus is the all-rounder, Sibelis is the hardest hitting but low magical resist, Mao is the magical powerhouse but weak to physical damage, and Donica is the healer--both weak to physical damage and the slowest in the initiative order. Rufigar is a mixture of hard hitting strength mixed with high defense--able to take pain and return it ten-fold.
Story: The story has not changed much--however--I have added a few new areas. The first is a new forest that will be traveled through in order to advance. I'd rather not discuss it in length as I could yak for hours about it--but to make a long story short--it will be more combat heavy and a moment of bonding between Longinus and his buddy Rufigar.
The second new location is the Vathe Fight Club; a club that entertains patrons with brutal fights and dancing girls. It will have appearances by new story characters and lots of optional dialogue quests. I've also been toying with the idea of branching narratives--moments that might not have an immediate impact, but will come back to either save or haunt you in the future. I have been adding additional quests and overhauling dialogue still--making it faster and giving it more thought as to how conversations should take place.
Music and Sound: I have been working on music and sound a bit lately--however, I have nothing to share at the moment. I will also try and create a track (or two) for the RMN music event--however gammak is my current concern, but I will do my best when I can.
That concludes the update--but there's still so much more to share--including a new ally character and many more screenshots. However--today's update was mostly to thank each and every one of you for your continued support and love. It's a tough thing--but I've been enjoying every moment. I've made so many new friends and connections, it's a great feeling.
A bit of news--I've also decided, with an idea from my good buddy H--that I will not be referring to the game update as a "demo" any longer, and I will instead be calling it the beta release version--considering the game's length is nearing 10-12 hours. Also--I had created a discord server where I had planned to post things like updates and art--but I never used it. With some help--I brought it to life finally. There you can find all kinds of things from art to lore--and you'll also find many free resources, many of which I haven't added to RMW (yet.) You are all welcome to come by and take a look--or just come by and say hello!
Bug Powder Assembly Discord
I hope to see y'all soon--and I also hope to have the beta build of RTLTS complete before the end of summer. If this is your first time visiting--consider liking, following and leaving a comment!
I'll be seein' ya--love ya, 'til tomorrow.
you're welcome. i feel like I'm growing together with this project too, it's been always my pleasure able to work on this.
High there, great update on the game. I might hop over onto your discord to have a look at some of the artworks and read a little through the lore. So don't be alarmed if a strange person pops up.
Hello everyone! Time for a small update. Firstly, I want to say thanks to all my followers, viewers, players and friends. Thanks for sticking by.
For this update, I want to let you all know that there's a small surprise! I actually submitted a character for the Original Character Contest, and it's a flagship character of RTLTS. In addition to that, there's also a small game I made to showcase her. Click the banner to download: Donica of the Dead
Premise: Donica has no idea where she is or how she got there... but soon enough, she realizes she's crossed over into the land of the dead. What do they want from her? Blood?.. Servitude?.. or--could it be something else entirely?.. Something--to be judged for.
DOTD is a horror-comedy starring Donica Linnell as the lead. It's about 15-20 minutes in length. I had a lot of fun working on this, but I'll be honest--it drained a lot from me; I started last Wednesday, and finished on Sunday; so now am just relaxing a bit before I jump back into RTLTS. A really big special thank you to @Vanessa for her beautiful art of Donica!
RTLTS is still going strong, and I'll be getting back into it very soon. I have a few friends am helping with sprites, and also hopefully I'll have enough time to contribute to the RMN Music event. Also the discord is booming a lot lately, so you're more than welcome to come in! Check the above post for the address, or PM me. That all said, RTLTS and I thank you for visiting today.
Love ya, 'til tomorrow.
This looks badass, I love the parallax mapping and the character art is incredible
Separate names with a comma.