SamuZai
kingdomofsubversion
kingdomofsubversion

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Status update

Hey all,

Hope you are doing ok, just thought it was time to give you an update on where we're at with the project. 

Artwork:

In terms of artwork we're doing good. We're about a month ahead of the codebase which is a good place to be, in case anything unexpected happens. We've got 5 completed character busts so far with 4 more being completed by the end of this month. I'll probably do a preview of them all some point this month.

Characters we have so far are Queen Selvana, Dark Elf General Morati, Dragon General Titania, The Innkeeper and the Kitsune Noble. We have a major progression with General Morati, as well as progressions with the Innkeeper and the Kitsune Noble ready to go.

The first build will feature some tutorials on combat setting up the premise of the game as well as covering General Morati's progression, showing off the different paths you can take for each character and how they will sort of work.

As for the coding / eventing...

Well, it's been a bit tricky getting some of the things I wanted set up ready. I've delayed a couple of features for future builds to focus on the eventing and dialogue side of things. I'm quite far into Morati's progression dialogue wise. But I need to finish creating the maps, encounters that will make up the progression. 

Unlike my other project (The Solarion Project) there is a lot more to do in terms of set up (as I said map creation, events and general interaction dialogue). So I'm getting used to that way of working.

One of the great things the artist, Aimless has done, is created many different layers of expressions and combinations. This gives me greater control over how the character will appear during cutscenes and I think will really add a nice element to the game!

That said it also meant having to show / hide specific elements everytime a change was needed took some time. But I finished this week a dialogue importer that will allow me to write dialogue for scenes, while being able to control each element. This will make the dialogue writing side of things much quicker than manually having to hide / show each instance of an element I want to change!

When will it be ready?

The deadline I'm setting as of now is the 25th of this month. It would be sooner, but I'm taking a short vacation next week with my family. I've realised since I've gone full time working on these projects that I've not really had any extended time off, that includes most weekends to some extent too!

So it will be nice to recharge take some time and come back fresh and ready to kick butt and get this build out for you guys to try and give feedback on! I'm really excited to see what you think of every aspect of the game! I think it might feel quite familiar to some of you who has played some of my other projects. I have missed writing for a more corruption based game! 

Stay safe, until next time!

 - Nergal



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