Kickstarter Progress

kickstarter progress

With 18 days left on our Kickstarter, we have 55 backers and nearly 60% of our goal met! But I wanted to take this opportunity to thank some great peeps who’ve supported our project from the get-go:

The Otaku Judge – one of our first backers, most constant commenter, and great reviewer-of-anime – Thanks for turning Geek Out South-West’s attention over to us, thanks for your support, and thanks just all around. What a guy!

Geek Out South-West – thank you for the tremendous shout-out! Posted just today, we already got two additional pledges within less than an hour of your post. Hats off to you, sirs!

Ross Tunney – Another fantastic project creator you can find on Kickstarter – currently has a live campaign for his awesome, anime-inspired game, Data Hacker. Thanks for the shout-outs, Ross!

And I’d love to take this moment to thank not only anyone who has backed us, but anyone who has spread the word about Legend of Lotus – even if unable to financially back us. Please help us keep this campaign going! If any of your friends A) are rich B) love retro games or C) all of the above, send them our way for our eternal gratitude.

If anyone out there has ever wanted to take part in video game creation but lacks the time, the energy, the money, the skills or the… creativity, by backing even just $1, your name will be memorialized in our credits. By playing the demo and offering feedback, or becoming a $15 backer and downloading the game through its Beta stage, you can earn a special place in our credits as a consultant.

As long as we’re talking about Kickstarter, here are some great projects currently live:

Aegis Defenders – a visually stunning pixel art game

Steam Punk & Cthulu Soundtracks – a soundtrack production group to create awesome soundscapes for tabletop gaming

 

And finally, I’d like to give a preview of a new concept we’re planning to develop once Legend of Lotus is done:

1

We’re exploring 2D platformer construction using Unity – with a totally new art style. But not only will the art be completely different; the storytelling, game mechanisms/play, and goals will be completely different too.

aki

 

Without words, this game will tell the simple but moving story exploring the depths of the bond between a dog and her boy. It will be a pixel art game with puzzle mechanisms, and a simple, clear story with one goal: to get home with your boy. The above .gif is a rough design of the dog’s sprite, animated by yours truly.

Our goal to finish Legend of Lotus is January, provided the Kickstarter goes through. Production on Bound is slated to begin shortly thereafter. Wish us luck!

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Attack of the Ogres

Enemies are needed just as much as heroes. Unfortunately, the resources for enemy battlers are rather limited – at least for the monsters. I’m therefore making my own battlers based on resources provided by RPG Maker:

$BigMonster2

To make this sprite blend more with our battlers, I changed the center to a 3/4 view, and added an outline as seen on our other battlers.

I then animated it, but manipulating its parts, slightly.

His low-health state:

ogre

His primary attack:

ogre2

Expect to see more soon, as well as possibly our demo coming up soon.

A Summary of Game Progress – A tour of Genos

Justin here. Just a quick update on some game progress. Specifically, the world of Genos. Every classic RPG game world is unique, but with similar roots. The dynamic? The main character who ultimately becomes a hero, has humble beginnings. This kind of classic game dynamic works, and for The Lotus War, we didn’t want to change. Why? Because that’s the kind of story that we all can fall in love with. We connect to it, envy it. An ordinary guy, who goes on to do extraordinary things. Who overcomes odds, using talents and wits. What differentiates this kind of coming-of-age story in any incarnation are the details – and we’ve seasoned both the plot and the world with originality.

None of this would be possible without the player having a world in which to become a hero. I’ve labored some hours over all the maps in the game, constantly adding and changing things. A common complaint among RPG fans (especially towards RPG maker games) is that the maps are bland, without real detail, or seeming as though the designer didn’t put a lot of time or thought into them. I have been trying my utmost to design a world that I would want to play, and the world I want to play can’t be bland or lazy. In any game especially RPG/Adventure games, the world should encourage you to explore and you should have fun doing it. None of this should feel tedious, or drawn out. Our world, Genos, is vast. It has a little bit of everything…

From the humble beginnings of Ren’s home town…

Screenshot1

To secret places with friends…

Screenshot2

…Exploration with your party…

Screenshot3

Steampunk styled cities…

Screenshot4

Lush forests…

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Snow-capped mountains…

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…and ancient dungeons.

Screenshot6

From desert wasteland to frozen tundra, The Lotus War has a little bit of everything to explore. It’s my hope you’ll have as much in discovering it as I have had in creating it.

A demo is forthcoming – so stay tuned! In this coming month, we plan to add several more updates to game progress, such as our opening credits and some game footage.

A Summary of Game Progress – Characters and Portraits

This blog exists because of our RPG Maker VX Ace Project, The Lotus War, but besides for posting some images of recent artwork, the game itself has kind of taken a backseat in the blog. Not because work has halted, but because so much has been covered in past posts. For example, older posts might’ve covered product reviews or character introductions – you might notice, though, that the products that we use in game creation are limited, and the main cast has pretty much been introduced. Similarly, custom scripts that we’ve utilized have been addressed in past posts, as well as some of the custom tilesets that will appear. But with a goal of having a demo available by next month (we’ll see how that goes), perhaps it’s time to recap some of our development progress. Today, I’ll start with something already familiar: the art. Expect, though, to see samples of cut scenes, the opening credits, and new views of our map coming soon.

Of course, we have the main cast fully assembled. You may remember from earlier posts that the artwork hasn’t always been up to snuff. Fortunately, with practice, I was able to create a team of which I’m proud:

wpid-1149067_588924531160537_1382445057_n.pngTaya-BlushArinnel-Normal

Axel-NormalAuhn-Normal elf guy normalbron

 

We also have several of the secondary cast fleshed out:

Axel3-NormalAnders-NormalSteff-NormalKai2-Normal

 

And you might notice that the armor is a little more unified these days – although still varying from character to character. This was done to give it more of a military feel.

Some of the major bosses were also completed:

Galen-NormalshaneThe Bird-NormalThe Chief - Normal

 

Battlers have also been important, which we’ve been fortunate enough to obtain for customization through Holder:

ren-battler auhn-battler kai-battler galen-attack bron-battler taya-shot

 

This is all a big deal to me because it has truly come a long way. Some past examples were rough:

wpid-hero-template.png kai jealousimagewpid-taya.png

 

taya-old-shotwpid-arinnel.pngwpid-portrait_taya.png

In the past, you might notice, the characters looked a bit flat.There was little dimension due to my lack of comfort with MangaStudio. My skill has vastly improved – and I also discovered new nifty tricks (the most revolutionary being “export in dimensions” rather than “export in pixels” – for Photoshop, it makes such a huge difference!). I’ve also grown in comfort using Photoshop, and discovered a nifty tool in GraphicsGale for pixel art. Not to mention my ability with the Wacom Bamboo Splash has increased dramatically.

In addition to that, I’ve created what will become the basis of at least part of the opening cinematic:

opening 1

Of course, given that the characters are my area and I’ve been updating the blog since month 3 or so, any frequent readers are well aware of the advancements in this area. For a game development blog, the greater interest might light in world creation, coding, scripting, and the like. Fortunately, J also has some great progress to report. Unfortunately, we’re spreading this recap out so that each aspect of our game has a moment to shine.

Check back soon for progress in our game music, our opening credits, our opening “cinematic,” and out in-game cut scenes. All of this will hopefully be leading up to a playable demo some time in August.

And please, feel free to leave feedback. Feedback is what we need to fulfill our ultimate goal: creating a great game.

A Few Characters and Sprites

I wrote the other day about syncing up sprites and portraits. Today, I wanted to show a few completed ones:

bogs

bogs-walking

 

Hanlo-Normal

hanlo-walking

 

roguish girl normal

janna-walking

 

Here are some basic approximations of some NPCs and their sprites. If you take a close look, you’ll notice some details that might cause a discrepancy, as discussed the other day… but nothing too glaring, right?

Introducing a New Elf Party Member – Jeth or Jerr?

elf guy normal

Jerr-Normal

Both are faces you’re familiar with from previous blog posts, But recently, we’ve felt the need to incorporate another elf into the party. This one will be another herbalist, like Arinnel – but while her forte will be in healing potions, his will lie in attack potions.

I was all set to go with the top one, whom we’re currently calling Jeth. He has a little smirk that gives him the appearance of swag, confidence and general cool guy-ness. However, to get him battle-ready, I’d probably want to alter his clothes a little bit (although Arinnel is decidedly unarmored). That’s when Jerr caught my eye.

While not quite armored, he does seem a bit more ready-to-go. This character, though, would be a quieter, more subdued young man. Stoic – aloof, even. He’d probably be of little words, though of strong opinion.

We’re not yet sure what we want from this specific character. We do know that he will be in love with Arinnel, and is very dedicated to duty. He will either fight with a bow or a staff.

What do you think? Jeth or Jerr? Another archer, or should I give one of Holder’s staff-fighters a sex change?

Why a Reboot of Sailor Moon is Needed

Many people remember Sailor Moon as unwaveringly and unapologetically ridiculous and girly. And many people would be right.

In the name of the moon, and not S&M- definitely, certainly… I mean… S&M… Sailor Moon… holy cow! did I stumble onto a secret code?!, anyways- I WILL PUNISH YOU!

If, that is, they’re thinking about the anime. See, like many works the anime and the manga differ immensely.

This really terrific manga, which basically on its own revitalized and recreated the magic girl genre, had been reduced from basically a coming-of-age story for girls with a character who progressively matures and tackles difficult, literally world-changing decisions to kind of a platform for goofiness. Yes, while still unabashedly a girly fantasy, the manga also had more dramatic undertones, coupled with plenty of mythological allusions and mature themes. For example, in the later books Mamoru (aka Darien aka Tuxedo Mask) was even wiped from existence by the latest foe and Usagi, stricken with PTSD, couldn’t remember it as anything other than a dream (as he had been traveling to America for college at the time of the incident). Later, she struggled with the idea that staying with him in what was basically the afterlife could endanger the rest of the universe – literally a would-you-save-one-despite-the-many ordeal. Michiru and Haruka, in the manga, had a more complex relationship, too, than even what was presented in the Japanese anime – and were certainly not cousins. Feminine empowerment is highlighted, and so Usagi’s transformation from a careless teen to a responsible leader even more pronounced. Oh, also, Darien/Mamoru is a high-schooler, too, when we first meet him. So that’s way less creepy. (It was always pretty ambiguous in the anime),

One time, after my friends told me that Pokemon was now on Netflix and it was almost embarrassing to watch, I looked up clips of the anime that I so used to enjoy. One of the only ones I could find were of a kiss between Serena and Darien. And it. Was. Awful. “HMMMM… MUWAH MUWAH MUWAH, mmm MMM MMMMMMMMMMMMmmmMMMmmmmMMMMmMMM.” SERIOUSLY?! I WATCHED THAT?!!!! THEY GOT STUCK ON HER BUBBLE GUM?! HOW IS THAT EVEN POSSI-

Ok. Cool it. It was just a show. A show for kids.

*Deep breath*

Anyways… all this to say, basically, that an anime based on Naoko Takeuchi’s coming-of-age legend of a manga is certainly welcomed.

What do you think?

Character Outfits

Since times immemorial, iconic video game characters have had an outfit – one outfit – you identify them with. Mario and Luigi have blue overalls with oversized hats of red and green, respectively. Donkey Kong has a really phat fur coat and red tie. Link has a green tunic and slouchy, pointed cap.  But the video game, as a medium, has grown. Suddenly, not only can you design and select the gender for Revan in KOTOR (is it still too early for that spoiler?), but find a new robe with better Force conduction (or something) and boom. Your character looks completely different. Countless games allow you to modify the avatar you see onscreen.

Yet even in an age where customization exists, you still have your recognizable icons: Titus and his ridiculous belly-shirt, Yu Narukami in his black and white school boy get-up, Snake with his… eyepatch (although his outfits change).  Even cartoon characters that for generations did not have the same restrictions that video game tech of old have that: Race Bannon with his red, collared shirt; Sailor Moon, Goku, Kenshin, Mugen, Spike, Faye – despite fleeting occurrences when a new outfit plays into a particular point, having a look definitely helps with branding and identification. Also, it gives the fans a basis for cosplay (really, that was a concern of Hideo Kojima that prompted him to say a character’s costume needed to be “more erotic”). For big, branded adventures, being iconic certainly has advantages.

But here’s a problem I’ve been grappling with: our characters go through extreme weather. Ren/Taya/Axel’s hometown is a little desert town with the fortune of being near one of the region’s few oases. It is a dusty, dead, “wild west” kind of place. It’s hot. So Taya’s low-cut, sleeveless, skirted outfit makes sense – even the scarf, as many desert areas include cottony, breezy scarves and shawls so that a person may hide under its shade during the more brutal parts of a day. However, they travel north to Ever Winter – the human population’s wintery capital – for military training at the Academy… and then travel again to the spring-like mild temperature of the elves’ forest home. So should Ren & company keep their short sleeves for the entire trek? Maybe I should throw a jacket on ‘em – though that would, cover some of Taya’s… um… assets.

taya2

Sorry, Otaku Judge.

I think we should. Although Justin rightly points out that keeping them in one outfit follows the tradition of iconic RPGs since the conception of the genre.

What do you think?

Introducing a Love Interest

Wow, it’s been a while. With our friends’ wedding coming up, it feels like less time than ever that we’ve had to blog, and with less new developments, since we’re both currently embroiled in detail-oriented, time-consuming efforts. Have you ever animated before? I hadn’t. And now I never want to again.

Anyways, a recent change to a detail of the story has led us to create a new opening scene, which means a romp through Ren’s home town before he arrives, much less graduates from, the academy (don’t worry; you won’t need to go through the academy. What does this look like, Ender’s Game? Great book, btw). So now, we have a scene with Ren and Taya in their home town (and Justin wants to omit Axel, as well), in addition to the time they spend together at the academy, then traveling to the elves’ forest. That’s a whole lot of Taya.

Bet you can't handle too much of this ugly mug.

Bet you can’t handle too much of this ugly mug.

Of course, no complaints on my part, because she’s secretly (but not too secretly) kind of my favorite character. But when it comes to balance between her and Arinnel, there’s not very much as of right now. Arinnel’s met what’s seeming later and later in the game, and you’ve already had this much time to gain relationship points with Taya.

A way to balance it would be to have Taya out of the picture for a good run after Arinnel is introduced – an idea I’ve been playing with. But Justin (who wants to change my whole idea for an ending just for balance’s sake) is actually ok with the disproportionate screen time as it is, saying that Taya is the “primary love interest” and Arinnel’s… back-up?

You know... just like in real life.

You know… just like in real life.

But sometimes video game love interests just genuinely annoy people and they wish they had a second option. I mean, hopefully that doesn’t happen with our lovely cast. But let’s take, for a moment, Yukari from Persona 3. She’s a whiney, uppity, better-than-you super skank. And yet she seems to be the main/”canon” (or what would be if they had a canon) love interest for most of the game – even though Mitsuru is objectively better. I say that Yukari seems to be the main because she’s the date that the game defaults to if you have crap social links with the girls. But I did say “most of the game” for a reason (Spoilers ahead).

When Aigis walks into the scene, the game takes a bit of a change in direction: suddenly this kick-ass mega-droid seems to take the role of primary love interest. Not only does she get her own cut scene, which (to my memory) no other love interest does, but she’s the one that’s with you when you die, she’s the one that inherits your wild card abilities, and she’s the one that quite impossibly falls in love (since she’s a robot and all). Oh, and she’s the only one that remembers you when all is said and done and the world is safe.

I’m not sure how I feel about introducing the canon love interest so late in the game. You don’t get as much time to bond with her, and especially in a game with such a diverse cast that includes total butt-kicker like Mitsuru (although she’s by no means my favorite combatant), you really feel that lack of development. Not to mention, she’s a robot so she’s kind of lacking in the personality department.

To be able to do that, you have to make sure that the character you’re introducing is simply, in a word, awesome. But with so little time to show personality, it’s kind of hard to do. Especially when your interest is competing looks-wise with someone designed like Mitsuru.

We’ll see just how the characters are written, and proof-reading will always come in handy. In the meantime, how do you feel about late love interests introduced in video games? Do you prefer the time to get to know the character or the excitement that comes with an unexpected introduction?

Psychological Thrillers and Character Studies

Typically, when you think of a game, you think of action. Kicking, punching, stabbing, shooting, exploding… whatever gets the blood pumping. Yes, there are real-time strategy and simulation games (I myself have been a huge fan of The Sims, Sim City [although I was terrible at staying in the black], and the Tycoon games. Oh, and let’s not forget my beloved Harvest Moon). But I think most gamers think of action/adventure RPGs, FPSs, or Arcade fighting games when thinking about video games. Heck, controllers seem designed for them. But lately, more and more developers are looking at gaming as a medium for storytelling, pushing creators into new modes of game play.

For example, Amnesia the Dark Descent fits especially into the psychological thriller aspect of gaming, and while exciting, there is no true fighting. You are hiding from a monster against whom you cannot fight back. The second he has you in his clutches, your game is over. Gone Home, which Justin reviewed a while back, is a character study, I think, but of the player’s sister rather than the player herself. And you might’ve heard of To The Moon, an excellently reputed RPG Maker game. Even players outside of the admittedly niche-market of RPG Maker have played this, and magazines have reviewed it. While I myself have not played it (too deep into creating The Lotus War by the time I was aware of it), I know enough of its Eternal Sunshine of a Spotless Mind-esque storytelling to know that it fits into this post well.

A comic book fan who is interested in interactive stories, this new genre is exciting to me. And really, less of a gamer and more of a writer at heart, it’s a very appealing genre – especially now that I’ve been taken with video game creation. What might its limits be, though?

Without action propelling the story forward and engaging the player, it all goes back to the story. The story needs to be good. And if the plot relies on a twist, that twist needs to be original, believable and engaging. I think the populace as a whole has seen one-too-many M. Night Shamalamadingdong movie twists to be taken in by anything less. The characters need to be relatable and likable and really – flawed, imperfect, real. We should have a real glimpse into the character’s mind or the world we are to explore. And I firmly believe that the character’s choices should matter, unless it’s one of those games where you just keep trying and trying until you get things right.

Our next game aims to be a bit of a puzzle game/character study, and I’ve been thinking (already!) of a sequel to that – although we have a large, epic sci-fi game lined up as the third, if all goes as planned. Justin and I have caught the creating bug, it seems. It’s wonderful, because this is the one mode of creation that really has thus far kept me enthralled.

What do you think of this new direction in video games? Do you like character studies/video novels, or do you prefer shoot-em-ups and swordplay?