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We are coming out of pocket at the moment. We are gong to try again before the year is over. Right now we want to get some solid feedback on what can be improved. We also want to know the fun factor and if anyone can find the secret boss that we hid so well.  :D

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33be9371a335ebbd6aa524f4f89b5933_large.pThe ridders


Who Are The Ridders?  

This is something I have been dying to talk about. Now that the demo is out, I feel like I can talk about it without spoiling too much. Who and what are the ridders? I am sure this is a question many are asking even after they have fully played through the demo. In short it is a one world military force. They preside over the entire planet of Hasphal and pretty much regulate crime and corruption around the world. They were originally created by the mysterious man known as Granduer Maximillion to control what the humans call demons.


Ridders come from all over the world. Most of them volunteer to become ridders. These are usually young men and woman who look up to the ridders as being the protectors and saviors of the human race from demons. They usually come from the slums and use the ridder stature to honor their families.   


There are some ridders who are hand picked from their particular part of the world. These humans usually posses gifts or talents that are particular to where they come from. These gifts could mean things as simple as natural strength or speed or the ability to channel the power of the sun into healing powers. They are usually held as the best of their kind and participate in tournaments to determine that right. These ridders are never drafted and usually accept joining as an honor. Most earn the rank of Elite Ridder and hold that position until they retire, when someone from their region can take their position.  



Demo and Feedback

16109908157ccceb4a590c60fb5e54c1_large.pSecret Boss : Hornet King

 No one can seem to find this guy. LOL   


For some reason this past week we have received a pretty good bit of feedback from our demo. The reviews have been very positive and it really gives us more confidence with moving on. There have been some minor bugs that we have mostly fixed and we are making the menu much easier to navigate by giving button prompts. We really love the support we are getting even though it took some time to get people to play the game but so far everything is going well.


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@Pringlesguy - I'm so happy that you decided to try it out and I hope that you are enjoying it!

 

@SGITC dû Brëuch - Thank you for trying it out! I'm sorry to hear that it does not work for you :( Did it give you an error of some sort? Maybe I can try to fix it.

 

Just updated the download to version 1.03! (It might still be uploading)

Change Log:
1.03 -
- Added a way to skip cutscenes (Pressing the cancel button prompts for a skip)(Thanks to TDS with a bit of modification of his cutscene skipping script)
- Fixed a bug where you could take 3 party members instead of just the required two
- Added visual notice of the different parts of the menu (Pressing left and right to switch infobook categories + others)
- Changed Books & Notes to Writings so the words would not be squished together
- Made light source around character brighter at night
- Added another missing dialogue piece
- Blocked off wolves' den after event
- Various other small fixes
- Fixed victory song playing during game over (but could not get the game over song to play :()
- Fixed tinting to work in battle (but we have no night time skies so it still looks kind of weird :()
- Added build number to title screen
- Added full screen option to the options menu(Upscale)(Thanks to Zane's Fullscreen script)

 

I would love to know what you guys think of the battle tinting. It is still something that I am struggling with to get it to look right to me.

And of course, if you guys let me know of any bugs, it will go on my to do list of things to fix!

 

There is a save bug that has been eluding me. It happens when you go into the blonde guy's tent and then go out to save it. I left the debug crash in there so that I can try to fix it, or maybe if some scripter who knows more about that stuff can help me with that error. I would be eternally grateful!!

Other than that, lots of bugs have been fixed. I hope you all enjoy it! Oh, and don't forget to leave any feedback!

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@Pringlesguy - I'm so happy that you decided to try it out and I hope that you are enjoying it!

 

@SGITC dû Brëuch - Thank you for trying it out! I'm sorry to hear that it does not work for you :( Did it give you an error of some sort? Maybe I can try to fix it.

 

Just updated the download to version 1.03! (It might still be uploading)

Change Log:

1.03 -

- Added a way to skip cutscenes (Pressing the cancel button prompts for a skip)(Thanks to TDS with a bit of modification of his cutscene skipping script)

- Fixed a bug where you could take 3 party members instead of just the required two

- Added visual notice of the different parts of the menu (Pressing left and right to switch infobook categories + others)

- Changed Books & Notes to Writings so the words would not be squished together

- Made light source around character brighter at night

- Added another missing dialogue piece

- Blocked off wolves' den after event

- Various other small fixes

- Fixed victory song playing during game over (but could not get the game over song to play :()

- Fixed tinting to work in battle (but we have no night time skies so it still looks kind of weird :()

- Added build number to title screen

- Added full screen option to the options menu(Upscale)(Thanks to Zane's Fullscreen script)

 

I would love to know what you guys think of the battle tinting. It is still something that I am struggling with to get it to look right to me.

And of course, if you guys let me know of any bugs, it will go on my to do list of things to fix!

 

There is a save bug that has been eluding me. It happens when you go into the blonde guy's tent and then go out to save it. I left the debug crash in there so that I can try to fix it, or maybe if some scripter who knows more about that stuff can help me with that error. I would be eternally grateful!!

Other than that, lots of bugs have been fixed. I hope you all enjoy it! Oh, and don't forget to leave any feedback!

 

No, no, it's nothing about your game. It's about my computer. My PC specs are quite low and your game demands a little more bit than my computer can handle. Not your fault at all, my computer is from 2007 so... yeah, gotta buy some RAM.

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SGITC dû Brëuch - That sucks, I've been trying to work on the performance issues, but I'm just not that skilled :( I will try to get someone to help me with that. A game like this should not require a high spec computer.

 

I've been working on a crafting system. The way it will work is you throw a bunch of items into a mix and then BAM. Item made! Or... not. Once you discover the recipe/formula/whatever I decide to call them, you can easily create it over again. Fun stuff. A thing that I'm trying to add right now is creating bonus items!  Once you put in a recipe, you have the option of adding bonus items to create a brand new item. These items will add in new features to the base item. Say you have a lohal vial which on it's own heals 500 or 50% of HP, that is the base item, but you can add in up to 2 additional items. You can get a Potent Lohal Vial of Fire. An item like that might heal more as well as give a boost in fire resistance. That is not something that you can find anywhere in the game because you INVENTED it! That is actually functioning perfectly fine, but the aesthetics are killing me. The item list is not displaying properly and item names are appearing in the wrong spot among other errors.

With this news, I wanted to introduce a character who will be your go to gal for this stuff:

 

mioni-2.png

 

Mioni is the most knowledgeable alchemist from Annox Desert. Her father is one of the most decorated solders in the Annox military, which gave her the opportunity to learn from some of the most skilled alchemists in the city. Mioni is considered sort of an oddball, she almost never leaves her home and strange things seem to happen there quite frequently. She always experiments with new recipes and she is never shy of testing something new on the first test subject she finds. Mioni will become very important in the game as she will be your central hub for discovering and creating new items and enhancements.

Alchemy plays a rather large role in Demon's Revenge. It is the basis of the crafting system and a very important commodity in Hasphal. On Hasphal, it has always been considered an essential part of human culture. Studied and manufactured by those with the means and proper equipment to produce it, alchemy is perhaps the greatest form of medicine in all of Hasphal. Although healing is considered the most useful form of alchemy, it is also useful in combat mostly against demons. It can also be used to enhance a weapon’s effectiveness as well as powerful concoctions used to cripple enemies.

Another thing I've been working on is a total revamp of the enhancement system. As it is now, I don't like it much, not much can be customized. Just some stat boosts. I want to add enhancements that give you status effects, can be cursed and sealed, give you skills for as long as it is slotted, increase exp rate, etc. I may also do a visual overhaul, but nothing too different from what it is now.

Lastly, we've been having some computer trouble... Actually it's just me, but I'm the one who puts everything together, so my computer going down is a big problem. Fortunately it was fixed. It's on its last limb, but it is working and we can be grateful for that!

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So we have decided to go in a new direction with Demon's Revenge and we would like some real feedback on it. We want to release the game in parts. So it would essentially be in chapters or a type of episodic adventure. We still want to have lots of content and have at least 14 hours of game play. We have a point at which we would want to stop at the same time we want it to feel complete. We hope to be able to make the game in no more than 4 parts (preferably 2). We would have to see how well the 1st part will do. This will also mean that it will get released far more quickly than our proposed 4th quarter 2015 date.

 

There will be 4 playable characters and at least 6 locations to visit and explore. Motion comic ending to each chapter and a narrative that far surpasses what is in the demo.

 

We will still need more funding to make the game we want but it would be significantly less. We believe that doing the game like this will not only increase our productivity and production values allowing for more smooth animations, game play and story. We really want to get the completed project on steam and other platforms and get the game in as much people’s eyes and hands as possible. Let us know what you think about this new direction we are always looking for feedback.

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First I want to say thank you all for your continued support. We would not be where we are now if it wasn't for Kickstarter really giving us a reason to take things to the next level. It has given us the ability to really push to make our game a reality. We have went through so much since we even discovered this site. Even though our funding did not go through this time the impact it has had on our game is very notable.

 

Since the end of the campaign we have been going over how far we have come since the very beginning of development. As you can see we have improved so much over that time. We have matured in our vision, writing and design and we plan to continue to do so in our career.

 

d3d849808c304e7a2883546f03540fe3_large.j

Early concept

16d4a0247d85d4d4b7f4f385d750cfa1_large.p

1st Kickstarter 2012

f7a4dea86a171ddf41984b3e61d6976c_large.p

Now

 

That being said we do understand why our funding has not been as successful as we would have hoped. So we are going to give it one last shot before we look for other ways to get what we need. Right now we have taken Dave's advice and I have registered to a bunch of forums that would be our target audience. I have also discovered a site called epocu.com it would be great if  you could support us when I get our page up. It allows us to build a fan base for our project and we are going to use it to garner support before we launch our next campaign. It is not a funding platform but rather a place to generate social support for games.

 

Although we do not have the funds we need we are still continuing to develop. Yin has continued to code and add improvements to the game. Even though she has started a new job on top of taking care of our 3 kids it has made her time much more limited. She still continues to do everything she can to get this done on our target release date.

 

95b23c95024616be4d9280328259a595_large.p

Shop. One of many things yin has been working on.

One notable decision we have made in regards to going through with crowd funding. We have decided to break the game down into releasable parts. So instead of going for $30,000 we may end up going for a minimal goal of $12,000. We believe we could still make a full experience and people could play the game much faster that way.  I will talk much more about  this in our next update.

 

If you guys would like to give us a vote on Steam it would help so much in the long run.


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We just did a rather huge update on the current demo so if you downloaded it previously you will have to delete your save or it will cause an error. There is now a survey at the end of the demo. If you have already played and wish to take the survey now, please do so. Your feedback will help us make a much better game. Also, if for some reason, you did not get to the end of the demo, here is the link. Survey

 

Demo

 

Change Log: 1.04 -

 

- Fixed a bug in the infobook. I broke it in the last update. Images for items should now NOT produce an error

- Revamped enhancement system allowing more variety in enhancements stats, adding a tier system for each enhancement picked up.

- Revamped status screen, now shows a small description and uses the updated stats window.

- Changed game's font.

- Various small bug fixes.

- Fixed text cutoffs in the menu (Equipment menu)

- Totally redid the scan window.

- Updated the victory music.

- Blocked tent that causes the save file bug (Thanks to Shayoko from RPGMaker.net for discovering the exact cause, sorry I don't know how to fix it.... Yet :().

- Breathing forever underwater is not possible anymore.

- Make infobook buttons easier to figure out.

- Shop Menu done! (Can't see it in demo yet though).

- Crafting system is done! (Can't see it in demo yet though).

- Added easier way to read new entries.

- Fixed some jumping errors where you could jump off cliffs.

- Fixed evasion poses for Jagen and Maggie.

- Added in a few enemy sounds.

- Armehd now attacks in a line.

- Fixed scene by investigation site if you came through the alternate direction first.

- Added critical hits (Yay now you can do critical damage! (but so can the enemies)).

- Added character to infobook.

- Made it brighter later at night because it was still too dark.

- Removed enhancements from party member when they leave.

- Added Help Menu at the press of a button.

- Added target arrows so you can see which enemy you are targeting on the order line.

- Fixed box bug where if you had autodash on it and picked up a box, the box would chase you.

- Fixed known freezes in battle.

- Fixed some tile errors.

- Fixed problem where casting animations would not show properly.

- Fixed problem with full screen permissions (Had to replace it because it didn't work encrypted)

 

 

We have moved forward with everything we are working on what will be the final leg of the demo because if it is any longer most people will probably not play it to its completion. So you will have the option to either play as Sen or Jagen for two smaller campaigns. We plan to give more info on that later on today in our first video log whenever my daughter goes to sleep lol.

 

Right now am I currently working on one of the more elaborate cut scenes. It involves one of the main antagonist and happens shortly at the end of Jagens demo campaign when we next release it. Here is an example.

testsinara_0_zps70540919.gif

 

We are also working on doing some of the code for the battle system. Yin is implementing the timed hits and seeing how we could bring that to a more completed state. Yin has done a bunch of the code work for many things since the end of our last campaign. She has completed the crafting system which involves creating new and unique items so some combination of items could have different effects. We will go over more of this in our vlog.

Yin has also completed the shop. She took inspiration from the Tales of Vesperia series in which you can select all the items you would like to buy and check out all at once.

crafting_zps44da11ab.png

 

Here we have been working on some icons, and a more complete status screen.

Icons_zpsb67ffbcb.png

 

 

In our effort to gain more support we have launched an epocu campaign. With this we are looking for at least 50 supporters to boost our confidence and to let us know where we stand as far as having an audience. So if you like it please let us know by supporting us on this platform. Right now we currently have 18 supporters and I am pretty excited about that!

 

We also plan on relaunching our crowd funding campaign for the final time at the end of August or the beginning of September. In honor of such an occasion we are going to start a design contest for a boss enemy in the game. We will have details on that soon.

 

We know you guys like and support our project so if there is anything new you could suggest for us in our next campaign please let us know. We think the most important thing to do is to get as many people as possible to pledge on the 1st day and get us noticed by the kickstarter staff. We have found many mistakes with our times on this platform and we are working on some better solutions. We are spending more time getting the word out more than ever. We want this more than anything and we are always open to advice and criticism.

 

Thank for reading this update and we shall have our vlog up soon.

 

Sincerly,

 

-Tyrell & Whitney White

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The artwork looks amazing! It reminds me of DC/Marvel comic books  :lol: .

 

Gonna try it tonight.

Awesome,Thanks! That is what we were going for. In the more complete version we were opting for some classic onomatopoeia to give it that comic feel.

Edited by trexrell

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Taking in some feedback one and trying new faceports.

Took your feedback and now we have new ports what do you think?

 

Jagen_1_zpsac549f58.gif

 

Sinara_1_zps5ccf6f6a.gif

 

One of the things we are trying to do to make the game unique is getting a really strong hold on the comic book theme. So we are going to try to go all out with it. Incorporating new text boxes and some old school onomatopoeia. Let us know how we are doing. With your feedback can help shape the game.

 

Those who have played it took the survey and it is giving us a real good idea on what we need to do.

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Boss Enemy Design Contest!

demons_revenge_by_goweliang-d793uio.jpg

 

In honor of our upcoming Kickstarter, we are doing a boss enemy design contest in order for someone to win some really cool stuff before the campaign even begins. We want people to get involved with the creation of the game and we figured this is the best way of doing it.

 

Here is how you enter:

 

1. Draw a boss by the 28th of August. The boss can be a human, jeht (demonoid being), or a creative mystical beast. Just about anything you can think of.

2. Write a compelling back story describing its powers and abilities.

3. Email your drawings to yin@whiteguardianstudios.com with the subject line: Boss Enemy Design Contest!

 

Join our facebook page: https://www.facebook.com/DemonsRevenge

We will announce the winner on Facebook, Twitter, and our main website. There, you can comment onyour submission and put more attention towards your creation!

 

What Do You Win?

 

concepts_zps0b58b4bc.pngzone_by_goweliang-d6mvklg.jpg

 

The winner gets their boss in the game, a poster of your creation drawn by our artist Ricky Gunawan. The winner will also receive a copy of the game.

 

Rules or Restrictions:

 

- By submitting to our design contest, you agree that you will give us your mailing address if chosen as the winner (unless you don't want the physical prize).

 

- If the design is a human, they normally derive their magical abilities from objects or the type of region where they are from.

 

- If the design is a jeht, they generally have red, black, white, or dark purple skin. Some are shape shifters and can look like humans with extremely pale skin tones. They usually have abilities derived from their physical physique, which is of immense strength and speed, and have natural abilities that deal with the elements of light, darkness, fire, water, ice, earth, and wind.

 

- Mystical creature anything goes.

 

- You agree that you are age of consent in your country, or have permission from an adult to give out your address and receive a prize from us.

 

- You can submit as many designs as you like

 

- You do not need to be a great artist as we will be judging the contest based on creativity in the design, story, and powers/abilities.

 

- If it's anthropomorphic, please don't use nudity. It will not be chosen.

 

- We reserve the right to change the rules as we see fit if necessary.

 

- Ask any questions on facebook, twitter, or our website, DemonsRevenge.com.

Edited by trexrell

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Recently we have gotten some question about the battle system and I wanted to clarify some things. I want to let people know what the final product will produce apposed to what it is now in the demo.

 

The Battle System:

 

As it stands right now it has every bit of the functionality of any other battle system. Our goal for it is to not be a button mashing fest. We personally realize that it is that way but it is indeed far from complete. A lot of the functions are currently in the game but not yet fully implemented.

 

Environmental Interaction:

 

This function is currently in this build. With this you can use a special skill to affect the battlefield. If there is an object on the battlefield, your party members would use their abilities to interact with it. These things would incorporate their strength, stealth or whatever that particular character could do. These things would range from hiding behind objects, knocking down or picking up objects or blowing them up. Yin even came up with a cool idea in an area where there would be chemicals or alchemy in which you knock the opponent into it and they could have a chance to transform into a werewolf or something like that.

 

Positioning:

 

This is actually something quite new that we noticed about the current system you will be able to have your character move to a particular position on the map to either avoid certain things, or to gather them for buffs or healing. The strategy would lie within who you were facing and what would be the best thing to do. Especially when it came to AOE spells and attacks. This is something quite new and we are still going over the details. It gives more depth to the environmental aspect and makes it a bit more strategic.

 

Switching Party Members:

 

There is currently the ability to switch out party members mid battle. When there is a situation where a character is low on health or their abilities are a not too effective in a particular situation you can switch them out.

 

Combo System

 

We love turn based combat. We think it is fun and engaging in its own unique way. We are also a big fan of a good challenge combined with plenty of action. So we are working on a way to get timed hits that form into combos similar Legend of Dragoon. Each character will play very differently depending on their speed and type of abilities they may have. We are also talking about taking some cues from Tales of Vesperia in which a magic user can tap a button to cast faster or do a more advanced spell. We want the players to feel engaged with this system and feel like the battles are just as important and fun as the story and adventure.

 

Cooperative Attacks

 

Characters that hold a connection to each other will be able to do a unity attack similar to Suikoden 2. They will be unlocked similar to Wild Arms 4 (Through scenes and building connection to other party members).

 

Summoning(Jehts)

 

This is an ability that only Jehts/Demons can do, which will function like a limit break (Bar fills up and opens new abilities). It will protect you similar to the GF in Final Fantasy 8, but you will control and summon it.

 

Rage(Humans)

 

Rage is an ability like summoning, used like a limit break. It allows the human to do an ultimate attack similar to final Fantasy 7.

Edited by trexrell

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Hey guys! We have lots of news and big things happening for CT:DR that have all come at the right time.

First let me start by saying that your support has really given us the confidence to go on and try our best to complete this game. It is a passion of ours to make this game as well as others and see it to completion.

I will like to show you guys some of the cool contest submissions we have had over the course of the event. There are some pretty creative entries as well as some unique and interesting stories. The contest ends soon so get your submissions in by the 28th.

Contest Submission

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10602713_699698640112874_2083286823_n_zp
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IMG_20140811_160316_zps4ea842a1.jpg
Pt0kg9Z_zps4cde8176.jpg
QFlaBjP_zps8bb15934.jpg



We have also had a very good game commentator by the name of Flick do a nice video on our game check it out.



We have also had some rather interesting streams one that I was very excited about.I watch this stream every Sunday when I'm not working and I am a big fan.
photo.jpg
We had a really good interview and they played our game on the stream. I was extremely excited to be on their show and the video will be uploaded on their page on Monday.

Epocu

The Epocu campaign is going really well. We only have a few more days left but we only need 10 more supporters. Help us reach that goal guys and we will be more than ready for our next launch. Here is the link here we really need your support.

Epocu

Kickstarter:

We have been receiving a lot of news coverage these past couple of days. Youtubers and streamers, not to mention the contest. We have decided this is as good of a time as any to do our third and final Kickstarter campaign for CT:DR on September 2nd. Guys we really need your support. I'm working on a new trailer and we are sending out more emails, talking to more lets players, and getting everyone excited for this. We are doing a lot of work but we can not do this without our supporters, our friends, and our fans. For more info check out our blog post.
Demon's Revenge Blog

We really need you guys feedback on our current campaign please review the preview and let us know what you think. The new trailer will be uploaded before we launch.Kickstarter Preview

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We had yet another great review if you did not get the chance to play it. Here is something for you.

http://www.youtube.com/watch?v=uq2xJ5R79W0


 

All entries for the contest are in. We have had some really good participation and it will be a lot of fun seeing these creations in game. I would love to have everyone who participated be a winner but we are going to do it in a community vote on the official website. Look out for the link as we will be posting that soon.

 

In just 5 days our Kickstarter campaign goes live! We are really getting close and we really are hoping for a huge showing from our community. This not only helps us bring people the game sooner, but provides it with much more quality and scale. It becomes a bridge for future games from us and allows people to be a part of development. If you have not yet subscribed to our newsletter and want to keep informed here is the link just click on the kickstarter banner. http://demonsrevenge.com/

 

We finally have the interview that we did with Average Giants. I stumbled over my words because I was so excited! I do not think I even gave the reviewers enough time to ask questions. 

 


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Ok guys Its been far too long since I made a forum post. Here is a brief summary of all the things we have been going over in updates.

 

Update #3 I did a V log talking about the campaign.



 

Update #4 Boss enemy contest winner was announced


Congratulations to Fred Green & his wife who collaborated to create Adelyte.

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Update #5 Motion comic cutscene



 

Update #6 Thanks to our artist 


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Update #7 Stretch goals


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