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 Celestial Tear: Demon's Revenge [RELEASE]
Had me hooked.
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Yin was working on our skill upgrade system when we got into an interesting conversation about it.

[Image: 7U82F.png]

Q:If you have skill-trees, will you allow respeccing? Will you be able to learn everything eventually?

A:Yeah, we will definitely have respeccing, but it will have a minor inconvenience for doing so. We were looking at the idea of it costing a few unives. Having a minor inconvenience makes it a bit more legit. It is not worth having a tree if you can always change your build any time on the fly. You could be able to learn everything, but also add to certain attributes like attack and defense. Also you could add points to skills to make them stronger. So in theory you can in fact learn every skill but you could also build a character to be stronger in a particular tree or skill to make him or her more effective in that field. We know players like control and want to give them some say and how the characters progress. This also has to do with the characters being skill based rather than having grinding become broken and OP. For Jagen he has a combo tree in which he can chain into more hits to perform that particular skill. In that tree if the timing is not right that particular combo could end and the move has a chance of not being able to perform. This particular aspect of the battle system may not be in the upcoming demo but it is something that we have documented. We have also discussed having the characters all play in an individual way giving them all varied play styles. In this way magic users feel like magic users and melee feel like melee users. Same with speed and strength. This is not set in stone but right now we are going to showcase the basics.
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Hey everyone we have a pretty functional battle system but it is missing certain features that we feel we can not show until we have those key things taken care of. We pride ourselves in the innovation and presentation that we have showed off so far and we really want to carry that through from here on out. So we are working on getting those things done and showing you soon.

In other news we have recently put Demon's Revenge on Steam Greenlight. http://steamcommunity.com/sharedfiles/fi...=249961324 We are excited to see what gamers have to say about it. So if you have something to ask us do so and do not forget to vote.
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We are counting down on the days till we launch our campaign. With only a few days left till it starts we are filled with a host of different emotions. To top that off we have had a pretty solid article on Indiegaming Magazine. We need all the support we can get and this helps us out a lot.

http://www.indiegamemag.com/celestial-te...-of-jrpgs/


So most of April has been about trying to bring you guys a demo worth playing as well as preparing for the kickstarter coming in May. The demo is coming along pretty well so far, but it pains me to say that we will have to release the demo in parts again, as the other parts still need time to be perfected. The first part being Jagen’s introduction, the second part being Sen’s introduction, and the third part showcasing the first real town in the game including a big beautiful palace which took me some time to get done. We thought we’d have more of the battle system done by now, but that has been going veeeery slow and we only have a small bit of it to show which will indeed be included in the demo.

[Image: 8pSYG.png]


A still image cannot do this justice.

Hope you enjoyed the sneak peek :D Come join us for the launch on May 5th!

[Image: Kickstarter-announcement.png]

Kickstarter beginning on May 5th!
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We have been very busy working on our project and preparing it for this kickstarter campaign. Everything we have done has led us to this. We are so proud of what we were able to accomplish and we are ready to take the next step forward. Join us as we gather the funds to complete Celestial Tear: Demon's Revenge and make it an even better game.

Demon's Revenge Kickstarter


[Image: 975ba49ebf2f33f06bed0ae43c291bfa_large.png?1399430831]

Thanks for taking a look at everything. Any feedback would be appreciated.
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We have had several updates and the big news is that the demo will be out Monday.

We had some pretty cool articles out there too.

http://www.indiegamemag.com/celestial-te...-of-jrpgs/
http://cliqist.com/2014/05/15/celestial-...elf-apart/

https://www.kickstarter.com/projects/whi...ns-revenge
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We got through testing the 1st part of our Demo Celestial Tear: Demon's Revenge try it and let us know what you think. http://demonsrevenge.com/stuff/CTDR%20Setup.exe
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[Image: TheRidders_zps5899ecc3.png]

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
[Image: beeking_zps906c5303.png]
No one can seem to find this guy. LOLs

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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Just updated the download to version 1.03!

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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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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