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Author Topic: Celestial Tear Demon's Revenge(Fantasy Sci-fi RPG)  (Read 3245 times)
trexrell
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« Reply #15 on: October 15, 2014, 06:40:07 PM »

We are almost 60% we have had a bunch of really good news coverage over the last week such as an interview with Punk and Lizard and pieces by CinemaBlend and Siliconera. Be apart of our kickstarter campaign. Make our dream a reality. Share & pledge on our page. Kickstarter
We have been featured in numerous articles around the web, check them out and please help spread the word.


CT: Demonís Revenge Combines 16-Bit RPG With Classic Capcom Arcade Games


Celestial Tear: Demon's Revenge Takes A Different Approach To RPGs


KICKSTARTER: CELESTIAL TEAR: DEMONíS REVENGE COMBINES COMIC STYLE ARTWORK WITH FINAL FANTASY ROLE PLAYING


Celestial Tear: Demonís Revenge Ė A comic book inspired RPG gets a PS4 stretch goal

And many more!
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trexrell
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« Reply #16 on: October 23, 2014, 08:40:30 AM »

https://www.youtube.com/watch?v=FIA_lUGU5u4&list=UU5wUNF7GoCXl4KlXxZLgyyw

$3,000 down $1,500 to go until we reach our goal! With just over a week to go! We can make it! We just need some more support,pledge, share our project and help us finish our 1st project by 2015.

http://kck.st/YYFdzX
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Ramza
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« Reply #17 on: October 23, 2014, 09:20:37 AM »

Hey man, I really enjoyed the video on the KS front page. Your pixel art is gorgeous.

Is your wife primarily responsible for the story scenario / writing? I saw in the video that she was doing some map layout / design work. I'd love to know how the two of you balance out the workload.

I also dropped a few bucks on the campaign, w/ no reward. Hopefully the game will see the light of day on Steam and I'll buy it then, so you get cash from me not once but twice. :)
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trexrell
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« Reply #18 on: October 24, 2014, 04:37:36 PM »

Thanks a lot!

My wife does the story, she sets the stage so she makes what is necessary for the scenario. I go in and I connect the dots and write the dialogue, I do not like plot holes so everything has to connect somewhere. She does some coding mostly with menus, she sets everything up the npcs, mapping, actors, the game basically. She also handles the paypal when we have to hire freelancers for music and art. Plus a lot of other crap but who cares about what she does. :P

I do the sprite work, I work on the actors and the actors animation and some tile work. I do all the battlers and animations. I work on enemy designs as well as concept work and story boards. I direct the battle system and world interaction. I suggest ideas and it is my job to make sure that the game is fun and engaging. I make the magic happen.

I think the best thing about it is that she does not take my crap when its not good enough and I do not take her crap when execution is not right.
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trexrell
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« Reply #19 on: October 29, 2014, 08:21:43 PM »

We 80% funded with only 4 days left! We need less than $900 to be completely funded. We are so close we just need a little more support. Help us make our goal by sharing it on all your social media and pledging. Thank you to everyone for all their support. We are finally going to make it!

https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge-a-comic-book-inspired-rpg

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Ramza
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« Reply #20 on: November 03, 2014, 03:30:43 PM »

I saw the KS ended today with goal met! So happy for you, can't wait to play this game. You've done some really cool stuff and honestly even though I don't know you at all, for some reason I feel like I can believe in you. :)
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trexrell
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« Reply #21 on: November 06, 2014, 11:39:12 AM »

Thanks a lot for that. We are fast at work now! I think we have set high standards and goals for our project that we must accomplish. This is something that is not only a dream for us but a lifestyle. I can say that with confidence now because we have the resources to claim such a thing. :)
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trexrell
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« Reply #22 on: February 19, 2015, 06:37:52 PM »

Hey Crusadercast,

We have had a lot of progress since our funding. We have moved along since than and I have had a lot less time to actually post them anywhere so I am going to try to take a day and do that. That being said here is our latest update and you can check our blog to keep up to date and see our other progress since. Demonsrevenge.com



Hey guys! This update is a bit late, but there were somethings I really wanted to show. I have been playing around with Spriter Pro and I was able to make a pretty fluid animation for Jynx's stance. For a spriter, this program is very exciting for me and there are many things that you can do with it.



Debbie, another sprite artist I have working with me, did a great job on animating the arm as well as other key frames to animations that we have been working on together. She is really good in different forms of animation and her work challenges me to make my work much better.

Here is another animation of a minor enemy we worked on together.



In a previous update we were talking about getting our custom battle effects, we have been working with Oray Studios and they have produced some really cool stuff. They are really great to work with and are very efficient with time and production as they had completed them in a short time period.

http://vid105.photobucket.com/albums/m219/trexrell/DemonsRevenge/Battle%20animations/16.Sens%20Attack%20Down_zpswh9rqtmz.mp4

http://vid105.photobucket.com/albums/m219/trexrell/DemonsRevenge/Battle%20animations/17.Sens%20Attack%20Left%201_zpshpvhfsdr.mp4

http://vid105.photobucket.com/albums/m219/trexrell/DemonsRevenge/Battle%20animations/20.barrier%20Breaking%201_zps8l41f41z.mp4

We have an update on the battlesystem and we are excited to really get some more work completed on it. We have a small preview of the battle system and as you can see we went in a slightly different direction on the way you do combos. One of our backers Steven introduced us to Xenogears and we loved the way those combos were performed so we did our own variation on it. Thanks Steven! :) We hope that you all will have fun with it as we plan to make it as fun as possible to go into battles. This is a very raw preview of it, as it does not have the effects that we showed earlier in this update as well as the proper hitsparks, timing, etc.



We are working to get a new demo/beta up in March and we are finalizing our end point for our project (at least for the 1st chapter). In March, we want to give everyone another chunk of gameplay like we had done in our previous demo. There will be a completely different portion of the game and you will definitely see the differences that we were able to produce with the funding. We are really eager and excited to get your feedback on what we have so far and we are working hard to make an engaging and interesting experience. One thing that we regretfully may not show is the card game, although it is being worked on we have a slight delay in it. It has made Yin pretty upset, but as you all know we have a pretty hard time letting things like that bring us down for long and we will take the positive and move on with that.

Thanks for checking out our updates everyone. We are doing pretty well and we really hope that you like what we will show you guys sometime in March.

-Tyrell and Whitney White
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trexrell
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« Reply #23 on: March 02, 2015, 10:42:06 AM »

Big Plans For March

So we are ending our February and coming into what could be our biggest event since our Kickstarter campaign. We are on a schedule of releasing our playable demo by the third week of March. We want to give you guys a little incite of what the demo will contain and how things have changed since our campaign up until now.

Demo News
The demo will be about an hour long depending on how you play it. It will be more or less an intro into the actual story and feature our main character. When we release the demo we are really going to be looking for some strong feedback, everything will be upgraded and we feel we can not make a great experience without your input. Our goal is to make a really great game, we want the game to do well commercially and critically.

Voice work
We have had some issues with the voice work for some of the characters in the demo. Most of that was due to some of the voices we rushed and acquired shortly before its release. Now we are going with our core and strongest group of voice actors for the next showcase. That would include Jalen K. Cassell, the voice of Jagen , Cecilia Yus, who will voice Mioni and hopefully Amira, Echo Viridian as Sinara, and our newly acquired voice actress Danielle Mcrae who will be the new voice of Sen.

Sprite Work
We are wrapping up this month with a lot of great news and content. I have been working on Jagen again and I have been making his sprite look more like the image that Ricky has drawn. I have added more detail to his armor and upgraded his gauntlet to look more like Ricky's detailed work.


Using this design I have been implementing it into Jagen's combo animations and I really like how they look opposed to what they were before. This new version will be featured in the demo, so he will definitely have to look the best he can look.


I have also been working on some animations dealing with the character sprites such as climbing, jumping, bending down, and stance. Here is a small example of Sen's in game map sprite.


We have enlisted some more on on tile sets over the past couple of weeks and the production has been fantastic! We have had some really talented people come along and the work they have produced along with our contracted spriter is amazing you are really going to enjoy what we have to offer as far as landscapes go.


Music
I firmly believe that we should have one of the best soundtracks for an indie game this year. Mark continues to impress with his remakes of our older tracks. Jagen's new battle theme may be one of the the best tracks he's made so far. I personally think Jagen has all of the best music associated with him. I can not wait to hear you guys' opinions on it.

The Full Game

We have plans to release the game in the near two to three months. That being said, I want to clarify what this game will feature and what may be left out as far as the first chapter goes. As you all should know, this game is going to be chapter 1 of a full length RPG experience. We aim to make the chapters at least between 14 and 17 hours. We have 3 playable characters, 8 areas in 4 locations, and a few secret ones too, all in the first chapter.

What we may or may not be leaving out is an additional playable character and 3 more areas which would just take a little bit more time but could be added to the next chapter.We shall find out what we could do with that by the end of March.

-Tyrell and Whitney White
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trexrell
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« Reply #24 on: March 16, 2015, 05:36:34 PM »

We are coming very close to releasing the demo, we have worked very hard pushing each other and arguing with each other to make sure everything fits our combined vision. We feel that we have something that everyone will really have fun with. This month has been very exciting and we are eager to get feedback on everything that we have. Be prepared to lend us your unbiased opinion and let us know how you feel about everything when it comes out.



We are first going to be streaming the demo on hitbox with the Average Giants on Monday the 23rd at 9PM EST. Come see us get some direct criticism and see what Indie Game Magazine has to say about our game. If you guys can come and lend us the support, we would really appreciate it. It is always a fun stream and both Nicks are really cool people and usually very nice.


Battle Background animation

One of the cool things that we are bringing to the table and that gives the battle backgrounds a bit more depth is adding some really solid animation. We have managed to get our animator, Chris Lewin, back on the job and he has produced some really solid results check it out!



Ricky is at it again and he has done some really cool art work. He's interpreting our vision from my less than stellar story boards. He started working on the intros of the three main characters and so far, just looking at the first frame it is going to be epic!

How I feel about our project right now

We have learned a few things through these past few months about our game and what we really want to provide the players with. I think one of the most important things that we wanted to do as a developer is come up with something that is fun, engaging, and interesting. Then I believe somewhere beyond those lines we feel that we have a bit of a mature audience and we wanted to do something that would have meaning and a bit of social commentary without taking itself too seriously. At this point the game has sort of taken on its own identity and it is sort of developing into something that we would have never seen coming, it has matured into its own individual thing and like a parent to it's children we are very proud of it. Our game is dark and a bit grim at times and we feel like we really can not help it. We think our game is perfect the way we are writing it and we really hope you all feel like it is too. I hope that our central message is interpreted properly and everyone is able to find enjoyment with something we put all our heart into.


To give just a little more insight into how we operate and what we are thinking when we are working on the game, we never had a sense that we want people to think of this game as something from their past like nostalgia, nor did we want to recreate the wheel. We have played and have been big fans of RPGs and games in general. Our first priority has been to balance every part of the game and I feel when one part of the game starts to look, sound, or even feel a bit better than the other, there is a tiny voice in the back of my mind that is letting me know that the other things just have to measure up. I think to myself how could this part be just as good and that is the tough part about making this game with all the great artists, musicians and minds working on this project. We want so badly for everything to come together.

Thanks,

-Tyrell and Whitney White
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