- Demon's Revenge To Unity - 17 September 2018
We have been converting Demon's Revenge to Unity. Our previous efforts to use the other engine did not meet the needs we required in order to make the game we set out to make. As some of our previous patrons may have noticed, the game had performances issues. That has been our most potent problem. Although the engine has set us back with development, we've been creating and obtaining resources for the game as a whole. Music, writing, art, learning, and planning, are all still being worked on towards completing Demon's Revenge. As stated before, we have also been working on other games and commissions in order to gain more funds to move this game forward. Our work on Demon's Revenge remains constant and you can see that in the work that we have been doing using the Unity engine. https://youtu.be/f1k8oW_VrQk Since we've moved to Unity, there are a lot of things that we have to recreate. T…
- Demon’s Revenge: Enemy Behavior - 22 March 2018
We have made a few tweaks to how the difficulty and AI have been operating in Demon’s Revenge. One of the things we have taken out of the game is enemy levels. In the past, the game would usually adjust to the way you would be playing in order to relinquish the need to grind and compile experience. That did not work out and in some cases that would ultimately work against the player. We felt it provided a challenge and gave the player a reason to go into battles. In the end it ended up making the game more challenging than it should have been. The gains you would achieve in level would feel minimal as the enemies would always seem to catch up with you. So instead we are going with a more retro feel, adding in gameplay mechanics that will provide a unique experience with each enemy you encounter. It will feel a bit more like Pokemon, as the enemies will be noted for doing “something.” He…
- Demon’s Revenge: Enemy Behavior - 22 March 2018
We have made a few tweaks to how the difficulty and AI have been operating in Demon’s Revenge. One of the things we have taken out of the game is enemy levels. In the past, the game would usually adjust to the way you would be playing in order to relinquish the need to grind and compile experience. That did not work out and in some cases that would ultimately work against the player. We felt it provided a challenge and gave the player a reason to go into battles. In the end it ended up making the game more challenging than it should have been. The gains you would achieve in level would feel minimal as the enemies would always seem to catch up with you. So instead we are going with a more retro feel, adding in gameplay mechanics that will provide a unique experience with each enemy you encounter. It will feel a bit more like Pokemon, as the enemies will be noted for doing “something.” He…
- Demon’s Revenge News 2018 - 13 March 2018
Some of you may have noticed that the purchase option for Demon's Revenge on Steam is currently suspended. We are in the process of preparing a release for the updated version of the game and its subsequent expansions. This decision has been made primarily by our team as we felt there was too many issues for that version and that we wanted a bit of a fresh start with our updated game. As we have been developing and building the game, over time the characters have change. We have fleshed out motivations and story elements to make your journey more rewarding. None is more apparent than Sen's journey and we would like to think that we are building something great, despite the amount of time we are taking. We are aiming to give gamers a full experience and hope that these characters, locations and even music sticks with you. The sound track for episode 1 is currently missing one track. Alth…
- Demon’s Revenge News 2018 - 13 March 2018
Some of you may have noticed that the purchase option for Demon's Revenge on Steam is currently suspended. We are in the process of preparing a release for the updated version of the game and its subsequent expansions. This decision has been made primarily by our team as we felt there was too many issues for that version and that we wanted a bit of a fresh start with our updated game. As we have been developing and building the game, over time the characters have change. We have fleshed out motivations and story elements to make your journey more rewarding. None is more apparent than Sen's journey and we would like to think that we are building something great, despite the amount of time we are taking. We are aiming to give gamers a full experience and hope that these characters, locations and even music sticks with you. The sound track for episode 1 is currently missing one track. Alth…
- Re-branding and progress - 27 September 2017
We have been grinding for the last couple of months and in the midst of that, we have still been able to make progress. We have made numerous strides in development as we have been advancing on Iron Grid the soundtrack as well as promotion. The game has changed enough for us to promote the game as something new. Everything from the menus, battle system and the story in various ways. We didn't want to make the same marketing mistakes, as our previous attempts were pedestrian at best. Not a lot of people had a chance to know about our game. We are even considering just calling the game "Demon's Revenge" as a way to make it more marketable. https://media.giphy.com/media/l4EoOSruyMifBov1m/giphy.gif Iron Grid is on its way to being complete. It is our premier mini game and we hope that everyone will enjoy its unique and familiar mechanics. It's a good mix between Suikoden 2 duel system and a…
- Re-branding and progress - 27 September 2017
We have been grinding for the last couple of months and in the midst of that, we have still been able to make progress. We have made numerous strides in development as we have been advancing on Iron Grid the soundtrack as well as promotion. The game has changed enough for us to promote the game as something new. Everything from the menus, battle system and the story in various ways. We didn't want to make the same marketing mistakes, as our previous attempts were pedestrian at best. Not a lot of people had a chance to know about our game. We are even considering just calling the game "Demon's Revenge" as a way to make it more marketable. https://media.giphy.com/media/l4EoOSruyMifBov1m/giphy.gif Iron Grid is on its way to being complete. It is our premier mini game and we hope that everyone will enjoy its unique and familiar mechanics. It's a good mix between Suikoden 2 duel system and a…
- June news and Progress - 26 June 2017
Hello everyone, It has been sometime since our last update, but we bring a bunch of progress and news. We have been slowed down a bit because of some recent commission work, most notably for a project called "Revere: A Story Of The End." During our time working on Demon's Revenge, we acquired some skills that we have put forward to helping us financially. We put a lot of our own resources into this project and we have high expectations on the final product. We are going to take some time in this update to let you know what we are up to as well as why this is taking so darn long. We were recently apart of the game developers of color event in Harlem last Saturday. We showcased the older version of the game and got some great feedback. The event was very successful to us as we made some great connections with press and other industry professionals. Over the last couple of months we have h…
- June news and Progress - 26 June 2017
Hello everyone, It has been sometime since our last update, but we bring a bunch of progress and news. We have been slowed down a bit because of some recent commission work, most notably for a project called "Revere: A Story Of The End." During our time working on Demon's Revenge, we acquired some skills that we have put forward to helping us financially. We put a lot of our own resources into this project and we have high expectations on the final product. We are going to take some time in this update to let you know what we are up to as well as why this is taking so darn long. We were recently apart of the game developers of color event in Harlem last Saturday. We showcased the older version of the game and got some great feedback. The event was very successful to us as we made some great connections with press and other industry professionals. Over the last couple of months we have h…
- Battle Mechanics, New Face Portraits, and Animations - 4 March 2017
Hello everyone, This update is going to focus a lot on the battle mechanics and what changes to expect. We look forward to any comments and critique as this will deviate in a lot of ways from the previous system and the game as a whole. We have been holding off showing a lot of these features as we wanted to make sure it was tested and functional and most of all fun.Before we get into that, we just want to acknowledge just how long it is taking to recreate this. Admittedly, it is taking a lot longer than we anticipated. This is mainly due to trying to create a perfect base for the rest of the chapter to build on. The battle system, the map systems, all of the menus had to be redone. A lot of the base is finished and a lot of the game is playable, but there's still more that needs to be done. So let's move on to the update! :D Making An Engaging Battle System Getting this thing done has…
- Battle Mechanics, New Face Portraits, and Animations - 4 March 2017
Hello everyone, This update is going to focus a lot on the battle mechanics and what changes to expect. We look forward to any comments and critique as this will deviate in a lot of ways from the previous system and the game as a whole. We have been holding off showing a lot of these features as we wanted to make sure it was tested and functional and most of all fun.Before we get into that, we just want to acknowledge just how long it is taking to recreate this. Admittedly, it is taking a lot longer than we anticipated. This is mainly due to trying to create a perfect base for the rest of the chapter to build on. The battle system, the map systems, all of the menus had to be redone. A lot of the base is finished and a lot of the game is playable, but there's still more that needs to be done. So let's move on to the update! :D Making An Engaging Battle System Getting this thing done has…
- End of the year update - 1 December 2016
Last year, it was around this time of the year that we released our first game on Steam. We are dedicated to providing a greater experience going forward. To let everyone know exactly what has been going on with the project, here is a detailed list of the changes and advancements we have made with this project so far. We look forward to both your feedback and critique of what we have as we climb towards getting out a beta as well as the official release. Presentation and Menus One of the biggest critiques that we had experienced was the resolution of the game.We have increased it from 640x480 to 1280x720. This gives the game a much more crisp look as well as more room for menus and text. https://ksr-ugc.imgix.net/assets/014/710/886/bbff011069ee0356cb7eb2c5552195d3_original.png?w=700&fit=max&v=1480463497&auto=format&lossless=true&s=6c0d00876a31f99b8104a5108488e546 In our previous version…
- End of the year update - 1 December 2016
Last year, it was around this time of the year that we released our first game on Steam. We are dedicated to providing a greater experience going forward. To let everyone know exactly what has been going on with the project, here is a detailed list of the changes and advancements we have made with this project so far. We look forward to both your feedback and critique of what we have as we climb towards getting out a beta as well as the official release. Presentation and Menus One of the biggest critiques that we had experienced was the resolution of the game.We have increased it from 640x480 to 1280x720. This gives the game a much more crisp look as well as more room for menus and text. https://ksr-ugc.imgix.net/assets/014/710/886/bbff011069ee0356cb7eb2c5552195d3_original.png?w=700&fit=max&v=1480463497&auto=format&lossless=true&s=6c0d00876a31f99b8104a5108488e546 In our previous version…
- Long overdue update - 5 November 2016
Hey everyone, Its been a while since we did an update and although we have been a bit quiet, you can be sure that we have been getting some work done. Our website is down right now and it is going to go through a bit of a make over. We have other side projects that we are going to start working on and we want everything to be accessible in one place. We had a little trouble paying for our website, but it should be back up in another week or so. Now let's get back to the game. Backer Characters We are working on backer submitted boss characters and where they will be located within the game. One of those characters is Bumato and with the information Jay gave us, we were able to produce this design. Bumato More Animations While coming up with the improved battle system, we decided that there needed to be more and improved animations so that everything will flow well. Movement going horizo…
- Long overdue update - 5 November 2016
Hey everyone, Its been a while since we did an update and although we have been a bit quiet, you can be sure that we have been getting some work done. Our website is down right now and it is going to go through a bit of a make over. We have other side projects that we are going to start working on and we want everything to be accessible in one place. We had a little trouble paying for our website, but it should be back up in another week or so. Now let's get back to the game. Backer Characters We are working on backer submitted boss characters and where they will be located within the game. One of those characters is Bumato and with the information Jay gave us, we were able to produce this design. Bumato More Animations While coming up with the improved battle system, we decided that there needed to be more and improved animations so that everything will flow well. Movement going horizo…
- News on engine upgrade and episodes 2 and 3 - 8 August 2016
This month has been very productive. We have reached a lot of our goals. We have also been doing a lot of research on what it's going to take to make sure we do things better going forward. We have fallen way behind in communicating with everyone who has invested their time and money with our product, but we assure you that the time we are spending to make this a better experience is going to be well worth it. Especially if you like the current version available on Steam. Sprite Animations I have been doing quite a bit of spriting and coming up with a few needed upgrades to animations. These were either minor updates that needed to be taken care of or missing animations that I felt were essential. Good news! The combo system is very complete there still needs to be some testing and there's possibly a few bugs that we have to work out, but it is really close to what we need it to be. I s…
- News on engine upgrade and episodes 2 and 3 - 8 August 2016
This month has been very productive. We have reached a lot of our goals. We have also been doing a lot of research on what it's going to take to make sure we do things better going forward. We have fallen way behind in communicating with everyone who has invested their time and money with our product, but we assure you that the time we are spending to make this a better experience is going to be well worth it. Especially if you like the current version available on Steam. Sprite Animations I have been doing quite a bit of spriting and coming up with a few needed upgrades to animations. These were either minor updates that needed to be taken care of or missing animations that I felt were essential. Good news! The combo system is very complete there still needs to be some testing and there's possibly a few bugs that we have to work out, but it is really close to what we need it to be. I s…
- Grid, music, and kind of a spoiler to the ending - 21 April 2016
We've had some real progress over the week. It is seeming like everything is working on all cylinders as we work towards our ultimate goal. Everything is really coming along from the battle system and music to the art being produced by Tyrell and Ricky. We look forward to an even better reception once this update comes out and we really hope everyone will enjoy it. Some of you who visit our social media pages will find this new track by Mark very familiar. This song is really intense and it plays at a very important part of the game. The inevitable beginning Ending Cinematic (SPOILER) Ep 1. Ending sketch So this is kind of a spoiler for those who had not yet played the game to its ending. Before we launched our original version, we had this idea for the ending of the game but we did not like the version we made in sprite art... It just didn't seem to have the impact we were hoping for.…
- Grid, music, and kind of a spoiler to the ending - 21 April 2016
We've had some real progress over the week. It is seeming like everything is working on all cylinders as we work towards our ultimate goal. Everything is really coming along from the battle system and music to the art being produced by Tyrell and Ricky. We look forward to an even better reception once this update comes out and we really hope everyone will enjoy it. Some of you who visit our social media pages will find this new track by Mark very familiar. This song is really intense and it plays at a very important part of the game. The inevitable beginning Ending Cinematic (SPOILER) Ep 1. Ending sketch So this is kind of a spoiler for those who had not yet played the game to its ending. Before we launched our original version, we had this idea for the ending of the game but we did not like the version we made in sprite art... It just didn't seem to have the impact we were hoping for.…
- Progress on upcoming update - 12 April 2016
Hello everyone, We wanted to give an update/summary on how things are going as far as the major update. More power, higher resolution and portability. With the new engine we have already converted most of the game into it. Whitney is working on a few more things, we have already been able to play around with some of the features that people have been asking about on Steam. This also gives us the ability to port to mac and mobile (depending on how big our game ultimately ends up being). We are playing around with mouse support as it now comes standard with the program. We are not sure how well we could implement that into everything so we will not say that is an absolute. Status Menu Dialogue will also come with some emotions and a little more animation. We have started to adopt the idea of using facial animations for the characters portraits combined with the voice acting to give you a…