A refreshing take on RPG featuring moral-driven storyline, six points of view, multiple personal arcs, and beautifully hand-drawn art. Read more
This project was successfully funded on April 2, 2014.
Animations and Line Arts
These two weeks we've been working hard on every front. Some things are a bit behind schedule, but other fronts are moving faster than what we expected.
We are forming a legal company to be the beneficiary of all incoming funds from Steam, Humble Bundle, and other distribution services. Not only will this make managing money easier and safer (instead of being held by a person), this will also help out in making the TIN (to make use of tax treaties).
Illustrations: Redrawing the Main Cast
Continuing our last update, today we're also showing off some of the main characters' line arts.
Cammile's defining attribute is her glasses. A very rare item that came from the outer realms, she is so far the only character in the game who wears it daily. In the Old North, a foreign object like this instantly becomes an object of scrutiny. It also excludes her from other ladies of her age, who view her as an oddity.
Meanwhile, Reed is designed to have a lot of functionality while also trying to look not too much like a bandit. He's someone who'd be ready for any kind of situation and can get out of it alive. The scarf is left there to be that distinctive element which connects this early design to the next decade.
Reed and Cammile's designs may in a glance look unknightly and far from noble, yet that is the point. Both of them do not use straightforward tactics to defeat adversaries. Cammile's physical limitations means she must resort to other methods of self-protection -- poisons, knowledge, and sometimes sly strategies. Reed on the other hand has no formal training and lived by adapting against the world. Used to fight bandits and wild animals, he will gladly do anything to secure his right to live for another day.
Backer Rewards: Hallowed
We're currently doing a lot of stuffs to fulfil your rewards. One of the earliest things we started was to draw backer characters. They will require more time to revise and communicate than our other illustrations, since we have to contact each person manually. Therefore, we started working on them as soon as possible after the funds get here.
Our single Hallowed backer has sometimes made comments here and on our Steam Greenlight page. You may not recognize him, but due to the contents in his comments he's known in our office as 'The Hungry Guy'. Do take a look at our line art rendition of his character:
He's going to appear in all three decades, becoming an important cast in the main storyline. We've talked, discussed, and agreed on how he'll fit in to the entire grand scheme of things. It's looking really smooth, as if he's always been there in the first place. :)
Not much other stuffs to tell yet as we don't want to ruin surprises, but you're welcome to guess the bits about him. What do you think about when you first see this guy?
Animations: The Moving Parts
On our last update, we showed the base parts of a combat unit. Here's a peek on how they move in animation sequences.
Idle Stance: Standard standing pose.
Idle Variance: This will be slipped in between several Idle Stance sequences to make it more dynamic, rather than just a boring standing stance.
Casting: This sequence is used when the unit uses a skill or an item.
Attack: Uh, attacking. This only covers the move-forward sequence, and does not include the return sequence.
Defend: This plays when the unit chooses the 'Defend' command for the turn.
There are still the hit, hurt, return, and special skill animations, but it looks like the update will be too long if we put everything here. Basically, there's a lot of work already done with the sprites. When we compared these to the previous units -- the ones you played on the prototype -- they're a big step forward. More detailed, smoother, cleaner, and faster to create, too. Quite in line with what we have in mind for Enhanced Animations. What do you think?
On our next update we'll try to show you animations that have been combined with effects. Effects make a huge difference on how movements look -- they give that feeling of 'force' and 'speed', which these animations don't yet have.
That's about it for today's update! We'll continue our work and keep you in touch every two or three weeks with these constant updates. If there's any comments and messages, please don't hesitate to write below or tell us directly :D
P.S. I'm so sorry I wrongly clicked to PUBLISH this update before it's ready. Your e-mail notifications would have been incomplete. I apologize once again. - Cipto