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An enchanting Adventure/RPG set in a magical realm. Master spells, battle foes, and quest forth in this full-length game.
An enchanting Adventure/RPG set in a magical realm. Master spells, battle foes, and quest forth in this full-length game.
3,157 backers pledged $125,174 to help bring this project to life.

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Whole Lotta Talkin' Going On

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Hello, Magically-inclined people,

We just wanted to provide a quick update on where things stand in the voice implementation schedule.

NPCs Got the Gift of the Gab

It's most pleasing to say that we've FINALLY hit the major milestone of getting all of the NPC characters' voices recorded and completely lip-synced. That equates to a total of 3,247 lines; a process that took almost one full year! With that task now squarely in the rear-view mirror, we've started concentrating on slaying the final beast - D'arc's lines. At this point in time we're still preparing his script and haven't actually started recordings yet. However, that's on track to commence within the next few weeks. D'arc has lines. A LOT of lines. 5,712 lines to be precise. So MANY lines that it's taken several weeks just to organize his script document, add all the directional notes, and put everything in the right contextual order. It's almost like proof-checking a short novel. (By comparison, a typical NPC script takes around an hour to compile and organize). Thankfully, not all of D'arc's lines will need lip-syncing, as many of them (such as narration descriptions) will merely be thoughts in his head that don't require his mouth to move.

It's anticipated that D'arc's lines will take another two to three months to record, lip-sync, and implement into the game. After that's been sorted, we'll need to do a few final rounds of beta testing to check that everything's working properly, tidy up a few remaining bugs, and to catch any voice files that may have been missed or that might require retakes on account of having the wrong inflection or tone.

Aside from that, only the cutscene intermission movies still need to be finalized by having the final character voices and lip-syncing added, as well as some editing adjustments to make the timing cleaner and snappier. We're excited to be nearing the light at the end of the tunnel – it's approaching like a Flame Bolt to face... only less cauterizing.

Surveys Reminder

A quick reminder about rewards surveys: We sent them out to coincide with our last update (on Oct 11th, 2017), so if you missed that and you're a backer at one of the rewards tier levels, please check your e-mail accounts/spam folders from around that date and fill the form. The form makes it very easy to update your address details if you've moved houses since initially filling it out.

When all's said and done, it looks as if we're on track for a Q3 or Q4 2018 release! We'd like to thank everyone again for your incredible patience (and sometimes eager impatience) and for bearing with us through this lengthy development cycle. You'll have the game in your hot little hands before too long!

Sincerely,

The Himalaya Team

Voices for the Voiceless

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Greetings backers!


First of all, sorry for not posting a progress update sooner. We know you’re all eager to hear where development is currently at, regarding the game’s status. 2017 has largely been dedicated to a single, monotonous, time-consuming, and very repetitive task, which doesn’t make for very exciting updates, other than to say, “we’re still working on it”. At this juncture, we’re still not exactly where we’d expected to be as 2017’s draws nearer to an end -- but we’re pretty close! So, it’s time for another update. 

What’s the Skinny?

 We’ve been fully-invested in the voice casting and recording process for Mage’s Initiation since February 2017, which has turned out to be a colossal task. It has honestly been much more time-consuming, and a far larger project than originally expected. We’ve also had to start funding the voice acting from personal money outside of the Kickstarter project, and there have been some delays between recording sessions, as sufficient funds had to be accrued to hire each actor. Voice acting is something we didn’t fully account for during our original Kickstarter campaign, but we didn’t want to run a second one for the same project. For these reasons, voice-work and lip-syncing has been a constant, but rather frustratingly slow-moving process. Mages is also the game with the largest amount of spoken/recorded and lip-synced dialogue of any project we’ve ever developed. So, there's that factor, too!

The script has a word-count of just under 235,000, equating to approximately 520 pages. There are 37 speaking characters in the game, including the playable protagonist, D’arc. As of right now, we have 6 characters left to record and lip-sync lines for. Two of those are major NPCs who have just recently been cast and the actors are currently preparing to record their lines. Three are minor NPC characters who have only a handful of lines and are yet to be cast. And last of all is D'arc, with over 5,700 lines alone, whose recordings will be left until the very end. 

After the character voices are all recorded and lip-synced, we’ll need to conduct another few rounds of beta testing, just to make sure that everything’s in working order, and so that fresher eyes can catch anything peculiar we may have missed. Then we should be off to the races and ready to start preparing for release after that. Our current projection for a release time-frame is late Q1 to early Q2 in 2018. 

Survey Time

If you’re at an applicable tier, please be on the lookout for the Kickstarter surveys that we’ll be sending out shortly pertaining to your project rewards. We’re not ready to send any swag out just yet, but we just wanted to get the ball rolling well in advance, so that backers will have adequate time to complete their surveys and provide their details. This will allow us to hit the ground running when the time arrives. 

We often receive private messages and e-mails from Kickstarter backers notifying us that they’ve moved. The good news is that Kickstarter now permits backers to change their shipping address - even after submitting the survey. Changes can be made all the way up until we notify backers that we’re ready to send items out. So, if you need to change your address at a later date, there’s no need to contact us directly. Simply make the change via the Kickstarter survey and it will be updated. (PayPal backers who change their shipping address after submitting the form will still need to notify us via email, however, as we're using a Google Form for that).

Back to work

We aim to have another update (as originally planned) once all the voices have been recorded, with some information about the cast of characters. Until then, we’ll keep plugging away at the last of the bunch.

Thank you to everyone for your continued patience as we ride this project out to the end.

Keep an eye out for the shipping survey in your inboxes shortly.

Sincerely,

The Himalaya Team

Mages Acting Up

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Hello, backers!

It's been a while since our last status report, so we wanted to drop a very quick update to let you all know that we're still alive and working frantically to get the game released in the coming months.

As most of you know, the alpha/beta test version of the game was released to eligible Kickstarter and PayPal backers in September 2016, and since then, numerous bugs of all types, varieties, and shades have been found, reported, and fixed. Beta testers/Backers have also provided some wonderful suggestions to enhance game-play, which we have happily taken on board. The result of this direct input is a much more refined product that caters to the thought process of actual thinking players. Feedback on the game has all been very positive, too, so that's something we're very happy about!

The beta testing process has actually started to slow down over the past few weeks, which means our testers have probably found most of the bugs they're going to find and that the game is finally in a stable state. We deviated from our normal production process with Mage's Initiation. In all previous games, we recorded voices and put them into the game before launching the beta testing phase. However, this time around, we opted to leave the voice casting and recording until last. The plan was to give beta testers a chance to review the dialog and let us know if anything could be reworded, made clearer, or if new lines should be added here and there to further explain and clarify certain puzzles or plot aspects. This has proven to be a winning strategy that saved us a lot of time, as it will minimize the amount of re-takes (pick-up recording sessions) we need to conduct with all our voice actors. In the past, it was always a major hassle, getting actors back after extensive parts of the script had to be changed, post-voice recording.

Speaking of which, we've recently put a lock on the text and dialog, and are now in full swing casting voice actors and splitting and lip-syncing all of their lines! The spoken script for this game is enormous, with over 5,700 lines (51,090 words) for the protagonist, D'arc, alone. There are approximately thirty-five NPCs in the game (give or take) and NPCs, on average, have between 100 and 300 lines each. So we have a colossal task ahead of us when it comes to separating, cleaning-up, and lip-syncing all of the game's speech audio. The job takes full, monotonous days of doing only that specific task - so, with that said.... better get back to it! And we'll be back with another update, most likely when the casting process is complete, so that we can introduce all of our new voice actors. Until then, keep castin'!

Sincerely,  

The Himalaya Team

Mage's Initiation Beta Testing Surveys Sent

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Alpha Testing Cometh

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