First things first: sorry for inconsistent updates. Not that I'm the queen of consistency, but I'm generally uploading more often and I haven't been. I, number one, got a new job. Number two: I've had a pretty intense case of seasonal depression sweep over me this month. However, I have been working on the games in between long "staring at the wall in despair" sessions. Venio + The Kickstarter: So, if you've been following us from the start, you know we launched a kickstarter for Ventio Mortis. I realize now where I went wrong, and am unsurprised that it wasn't funded. I know I need to have a following, and more importantly, a plan next time. On the other hand, I got to see how to take those steps, made connections, garnered interest and random support. It really made me excited to know that even though this kickstarter never could have taken off, it still managed to gain quite a bit of support and attention despite the lack of followers or connections! It made me feel good, even if the kickstarter fail felt a little bad, so to speak. In the future, we will try to run the kickstarter again. When our advertising has gotten better, our following has gotten larger, and our posts can be more consistent, and the game comes closer to being finished, as well. Thank you to everyone who helped and spread the word to their friends! It meant the world to me. Another update for Ventio Mortis -- the artist, drawkill, finished the final sprite and so from here on out it'll just be scripting the game left. It's very exciting, and be sure to catch a glimpse of the detective's sprite in the next coming days. Chimera + New Direction?: I've been toiling away more recently, however, on Sector Chimera. I've been working on making maps, scripting quests, fleshing out scripts, and most importantly... deciding what artistic direction to take the game. I want to make this game a 3D game along the lines of persona 3+, but I have no skill in 3D modelling. I'm not expecting to become a skilled 3D artist in the next week or month or year, or ever, really, but if I can't find a way to get help with the modelling on the low, or find a way to make decent money, haaa... I'm going to be practicing 3D modelling. Hopefully one day chimera can be the game I always imagined, but for now it's likely going to stick to the 2D sprite design it currently has. Which, isn't bad. Just not what I always wanted. Anyway, here's some visual updates from Chimera!
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To balance the "grime" and "misery" of Chimera, the first world in Limbo is a bright magical fairy tale land. Another noticeable difference is that these are actual maps, and not just pixel scenes. Another thing we wanted from Limbo was that you could battle enemies, traverse a map, complete quests, meet weird inhabitants... And of course, have that authentic RPG feeling. You will be able to roam around with the real world companions you make, and maybe even help them on their own personal quests along the way. Limbo looks pretty, but don't forget how deadly it can be!
Hello! Apologies for the lack of updates, recently. Nothing visual is going on in the development stages, and so there isn't much to say other than that we are making progress! Currently, we are attempting to turn Sector Chimera into a low-poly 3D game, but it's a little out of reach and just a pipe dream. That being said, we will be refocusing on Sector Chimera in the coming week, and especially on the kickstarter promotion. To kick things off this month, we're releasing a promotional background for download! We may also release versions for each of the romances, but for now we're giving you Hollowelle herself. Happy Hallodays.
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