Hello. I resumed working on the game called "Dareia Fortress". It's been a while and I did some reconsiderations of the initial design I had.
Mainly, I decided to not do animated CGs because I don't think I'm at this milestone to be able to make it really good, yet.
Parallel to this game, I also work on the remake of the "Broken Mirror" I had started two years ago. As I've mentioned before (or probably forgot to), I want to make it into original game with normal turn-based RPG battles and plenty of characters.
The work on "Dareia Fortress" was resumed. I'm revoking Action RPG and redoing On-Map Combat. Also, I'm redesigning overall fortress plan to make it more linear and straightforward. I also decided to reduce amount of horror and reduce darkness.
I've been wondering, how to properly start this blog entry. I'm not sure how to explain it, but I think I'm at the point where I severely don't feel satisfied by my own alpha build. On top of that, because of my health issues and other problems, I have to invest my time into other duties.
The plan to create every single location of the whole fortress not only was incomplete, but also made me think of inconsistent game design I've picked.
In other words, if MTL butchers my words I'm going to say this phrase:
I was wrong. This idea is a disaster! And I should not make any false promises again.
The blue areas drawn on this map is how much of the fortress can be accessed at the time. The general idea was to allow player to complete the four bosses in any order they wish to complete. The bosses then would become stronger after you beat one of them. Yes. If you defeat one boss - the other three BOSSES become stronger!
But, I realized that this creates inconsistency in balance and... In a way it is currently implemented in my game, I don't see potential for artistic realization of it. I think I need to change something!
Her duty is to help YOU to get stronger and provide you all the necessary equipment in your mission: saving your friend and defeating the master of the Fortress.
Her graphic is almost complete, but I still have to do her CG and complete the animation to finally bring her to life. She should provide you with sparring battle to teach you basics of fighting against the enemies.
And of course this is not all! If I AM to continue this project (provided I won't be sucked away by another one D: ), I'll have to finish the rest of battle team...
And yes, yes, I promised to freeze other projects... Well, Erosxalia needs more icons! Why I didn't pick this project instead of Dareia Fortress, it feels so embarrassing to admit that a side-project makes me feel involved more than the primary project I decided to pick. Absurd!
As most of the votes were standing for Dareia Fortress, I decided to focus entirely on it. The first playable alpha build is approaching the final, but I don't feel satisfied about the protagonist graphics I did. 🤔
Current progress for Dareia Fortress
(現在のゲームの進行状況)
The Earth Dungeon boss fight is ready;
(- アースダンジョンのボス戦の準備が整いました。)
Most of the Earth Dungeon is ready;
(- アースダンジョンの大半の準備が整いました。)
The story is close to get done been planned;
(- 予定されていたストーリーが完成に近づいています。)
CG sketches for the bosses and enemies are made (however, doing them is really hard and tedious);
(- ボスや敵のCGスケッチはできている(ただし、CGを描くのが大変で面倒)。)
Things I need to do before I commit first playable alpha game build:
(最初のプレイアブルアルファゲームビルドをコミットする前にしなければならないこと。)
Finish tutorial enemy's CG;
(チュートリアルの敵のCGを完成させる)
Finish the intro part;
(- イントロパートを完成させる。)
Finish first enemy's scenes;
(- 最初の敵のシーンを完成させる。)
Erosxalia: Aria of Reincarnation
Title for the side-project game was finally chosen. The game is about female human waking up in a strange world full of mysteries and lewd succubi. The story is grim and dark, but the game's atmosphere is warmhearted and silly (and lewd).