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A member registered May 28, 2016 · View creator page →

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Greetings once again, Hatchling!

The day is finally here! It's Tirsy's 1st birthday, and quite a day it has been so far! From enjoying the lovely night on Jubilee to celebrating with friends all over, Tirsy has had a good adventure to remember. And you too get to experience the Jubilee Island!

Jubilee Island and its Lore

The Jubilee Island is a mysterious island that appeared in the middle of the Yunmai Sea, which spans the distance between the mainland and the Windweaver Cove. It is said that over 250 years before, that the island was created by a powerful Aura dragon named Eraxius. As time passed on the barren island, the natural energy from the various species who visited the island helped transform it into what it is today, a lush and pleasant island full of many landmarks. One of the most memorable landmarks is the Great Jubilee Tree, which is where the island's name derives from. This tree stands atop the high cliffs of the island where it overlooks the entire landscape below.

There's something special about this island that draws the attentions of all Dragons when they feel like celebrating an event or major incident that is important to their history. As such, we find Tirsy's friends who have come up with the plan to celebrate Tirsy's Birthday with a bang! Quite literally, as they have lined the island with Pop-Rocks that resemble a glowing explosion in the sky when launched. Tirsy is asked to enjoy her night and explore everything the island has to offer, from finding gifts left by her friends to collecting 99 star fragments Zal'Nirak showered onto the island to make it shimmer with excitement!

As each dragon celbrated on the island, statues were created to honor the memories made there, and to show where their celebrations took place. Some even say that these statues contain the spirits of past lives...but that can't be true...right? Spirits come and go they wouldn't just stick around on such a pleasant island, would they?

Being as Tirsy's birthday falls relatively close to a celebration of the spirits, her friends have also decorated the ruins in the center of the island to resemble a spooktacular place with grim fog and spider webs. Ippa has even created a spooky pumpkin patch to add that extra flare to it! So as a new era dawns upon Tirsy and her friends, as well as the game and a new year begins for our beloved baby dragon, we leave you all with the gift of the Jubilee Island and all it's lore heavy contents.

Special Notes

When we started we wanted to just make a simple exploration dragon themed game. Building off of the inspiration of fun classic platformers, we evolved that idea into what it is now. Further additions created a unique blend of nostalgia and inovation, delivering a special dragon game that we love! In the coming months we'll be refining everything about the game, its lore, characters, and even wrapping up the last of its levels with some special TLC. Once we complete this task, Tirsy's Tale will finally be ready for full release on Steam and other platforms! We're getting so much closer as we release each update and there's not much that remains, but some things still need fixed or made better before we're satisfied with the end product. After full release, there will of course be continued content updates for special seasonal events and the like too.

There are also 3 brand new achievements to coincide with the release of Jubilee Island and the anniversary/Tirsy's birthday event. So be sure to explore, discover, and celebrate with Tirsy so that you too can shine with the achievement stars!

On another note, we have officially added in many "Special Thanks" to our community's members throughout the many levels inside the game now! They can be found anywhere and everywhere, if you can figure out how to see them that is. But we have high hopes for the future of the game and its players. Many of you have discovered lots of things that we ourselves have overlooked or missed entirely, and because of that we thank you all for your assistance! We hope you'll continue to enjoy Tirsy's Tale and all its future content to come before it's full release out of Early Access.

Hello Hatchlings!!! The time has come once again for me to share with you all the things happening in the world of Reqweki and Tirsy's adventures. So lets dive right in shall we, and I don't just say that because we've fixed the Path of the Dragons map and you can dive in the water while there. Things have been rough and slow going but we've finally broken out of that mud that was holding our progress back, so we're back on track and Tirsy's Tale has never looked better! With Unreal Engine 5, the game's lighting and overall environments are far more immersive and just look so much better than before, putting the game "in a new light" if you would. This has improved overall performance as well with the use of Lumens and Nanite from Unreal Engine 5, making the issues many have encountered, a thing of the past. So lets get into the details of what's been going on in the game world!

Added

  • Added new lighting system using UE5 Lumens to help bring better environmental lighting to each level 
  •  Added various trees that are less resource intensive to several of the forest-like maps 
  •  Added the new Path of the Dragons level as the final Story level 
  •  Added over 40 new collectibles to be found throughout the game 
  •  Added 4 hidden areas to Ulgarr Swamp, Ketek Canyon, Traqlium Gate, and the Cryoburr Pass levels 
  •  Added a new type of gem collectible to unlock minigame type areas based on how many you have 
  •  Added 5 new npcs to interact with Added 3 new enemy creatures 
  •  Added a new cutscene to the Cryoburr Pass to explain why no gliding there 
  •  Added footstep dust poofs to Tirsy as she runs around 
  •  Added more interactions with Smoulder in various levels 
  •  Added Smoulder hidden overwatching certain areas 
  •  Added new save and load system (this has fixed the previous saving issue) 
  •  Added better navigation tracking on moving objects and physic objects (should cut the lag caused) 
  •  Added better audio to the Tempest Valley 
  •  Added better audio to the Cryoburr Pass 
  •  Added light shafts to the lighting in certain levels to bring them more life Added AOE style attacks for each element 
  •  Added frontal wave style attacks for each element 
  •  Added various puzzles that require each element for a new way to explore each level 
  •  Added dialogue for using elemental attacks on the Companions 
  •  Added animations and interactions for when hitting Smoulder with an elemental attack 

  Removed

  • Removed the Resume button from the main menu (This did not work with new save/load system) 
  •  Removed various flora objects in the Tower of Amagrodahn to help reduce the frame loss 
  •  Removed unoptimized trees in various levels, replacing them with new ones 
  •  Removed bad lighting objects in various levels which caused flickering 
  •  Removed duplicated NPCs that was causing major lag spikes when interacting with them 
  •  Removed various obstacles that previously blocked the routes to the hidden unfinished areas 
  •  Removed water plane duplicates that caused lag in the Tempest Valley and Ketek Canyon levels 
  •  Removed an accessory that wasn't working well with Tirsy's tail 
  •  Removed 2 enemy creatures that would fall through the map causing bad lag due to them hitting kill box 
  •  Removed several broken physics objects, replacing them with more optimized versions 
  •  Removed the old load system entirely, it now works from the same system as saving to reduce resource usage 
  •  Removed navigation data from the elevators and mystical platforms, which caused really bad lag in all maps that have those 

  Changed

  • Changed the way saving/loading works to work from 1 system rather than 2 
  •  Changed how the game is saved to be a more localized method which has proven to work better 
  •  Changed how interactions with the spirit guide npcs work to better reduce lag 
  •  Changed how snow works in the Cryoburr Pass to further reduce lag 
  •  Changed how water interacts with the player to further reduce lag 
  •  Changed how the rain in the Tempest Valley works to further reduce lag 
  •  Changed the way lighting effects each level to give it a more immersive experience 
  •  Changed the way fog works to use height fog maps which makes it look much better than before 
  •  Changed how enemy creatures detect the player 
  •  Changed how far Tirsy's roar effects creatures 
  •  Changed the way enemy creatures move around the level 
  •  Changed navigation data to exclude moving platforms enemy creatures will never use 
  •  Changed various npc dialogue lines to better reflect the situation they are in 
  •  Changed the way quest rewards work 
  •  Changed how some environmental assets react to elemental attacks 
  •  Changed how NPCs react to elemental attacks

  Fixed

  • Fixed all of the main issues causing bad lag for some players 
  •  Fixed various issues with level teleports 
  •  Fixed several issues with creature navigation which was causing lag 
  •  Fixed an issue with the main menu not loading properly 
  •  Fixed an error with the level skip pillars when the code was entered correctly 
  •  Fixed an error with snow not working in Cryoburr Pass 
  •  Fixed an error with Tirsy's animations freezing up making her slide instead of walk 
  •  Fixed all issues which previously was making swimming stop midway while in water 
  •  Fixed an issue where gliding wasn't working in the Tempest Valley 
  •  Fixed an issue with enemy creature's tracking the player properly 
  •  Fixed the collision for several plants which would make the player get stuck if jumped on 
  •  Fixed crystal collision to better reflect their shape 
  •  Fixed the collision on the mystical platforms 
  •  Fixed an error with lighting in the Ketek Canyon 
  •  Fixed the Path of Dragons teleport from the Windweaver Cove 
  •  Fixed the bear enemy's attack damage, it should now calculate properly 
  •  Fixed the pause menu preventing hud from updating player heart values 
  •  Fixed an issue with the water in the Syra Meadows 
  •  Fixed the way the skylight works in each level 
  •  Fixed fog not showing in some levels 
  •  Fixed an error that caused spirit npcs to clone upon level start 
  •  Fixed several lag related issues with physic objects and Companion animations 
  •  Fixed level transition locations not saving 
  •  Fixed the lag in the transition shrine between each level
  • Fixed the ground not rendering in the Windweaver Cove

There's a good amount of stuff here for sure, but overall most of our work was aimed at greatly improving overall performance of the game for all players. The other major thing was fixing that broken save system so now that that is out of the way, we'll be able to move on to the more fun stuff again! We hope you all enjoy the new light that we've given to the world of Reqweki and all the fun new things to do during Tirsy's Tale! Until the next one, keep on soaring little hatchlings, and be the dragon you always wanted to be!

 

Tirsy's Tale community · Created a new topic Patch 0.51.1

Hello hatchlings! Tirsy's Tale has recently launched on steam with a warm welcome from its new players, and there have been several bugs and problem found and fixed within just this first week. The version of the game here on Itch.io is the same as the Steam version with the same fixes and additions as well. I'm gonna go through all of the things that we've done over the passed week here, so you too know what's all been done to the game since it's Early Access launch on steam. 

Additions:

  • 3 new levels, the Tempest Valley, Nikish Depths, and the Windweaver Cove
  • 7 new critter enemies throughout the 12 current levels of the game
  • 15 new collectibles in the later half of the game, some relating heavily to lore
  • 6 hidden quests you can find by interacting with non dragon NPC's found throughout the first half of the game's current levels
  • 8 new puzzles giving players both a challenge and satisfaction upon completion
  • 2 new dragon Companions to help you along your adventure to the Land Beyond
  • 3 new elemental attunements to find new ways of exploring!
  • A few new rocks in the Ketek Canyon, Swamp, and Syra Meadows to make platforming a bit less tedious
  • 6 Hidden areas full of Easter Eggs and other game reference
  • Added Accessory options for Tirsy upon customization
  • Added a butterfly guidance system to help direct the player to the main goals of the area via checkpoints
  • And lastly we've added in sliders for mouse sensitivity and preset options for quick changing of the game's settings

Changes:

  • We've changed how critters react to the player and made them more lifelike
  • We've changed the dragons from a no-blink appearance to having automated random blinking
  • 3 areas in the Ketek Canyon were previously difficult to reach, we've made this easier by moving some things around
  • The swamp's water created a super jump that allowed the level to basically be skippable, we've changed which water was used
  • The Syra Meadows puzzle was previously without sound, so we've changed it to notify when in the correct position
  • The Moon in the Swamp was causing absurd amounts of lag, so that's been adjusted to resolve the issue
  • We've changed the terrain materials for the Tutorial Cave, which has eliminated a lot of the lag problems some experienced there
  • Enemy attacks were silent, so we've changed this to include a sound fitting for each one's attack
  • A number of lifts were moving backward, so we've changed this to work in another way fixing this issue
  • Changed the settings menu slightly to better fit the game's style
  • Changed a few things on the main menu to better show Tirsy's environment
  • Changed how the save/load system works which has resolved all previous problems relating to those
  • Changed how autosave checkpoints work, to notify the player when saving, but to also show where checkpoints are
  • Changed how the Dragon Shrine transitions between each level
  • And we've also changed the lighting that was causing flickering in key areas, to better suit the atmosphere and mood in those areas. No more flickering as a result!

Fixes:

  • Fixed several issues relating to saving/loading
  • Fixed level transitions not working as they should
  • Fixed enemies not attacking or doing damage when they did attack
  • Fixed issues relating to water in the levels that have water
  • Fixed the problem with the sound sliders in the settings menu not working
  • Fixed a problem with Tirsy's customization not working properly or saving through levels
  • Fixed a problem which caused the game to crash in the Syra Meadows
  • Fixed the Dragon Heart gem not spawning in the Syra Meadows
  • Fixed Chippy not being able to be interacted with in the Cryoburr Pass
  • Fixed several "sticking" moving platforms so they now all move as they should without looking like a slideshow
  • Fixed critters spawning infinitely until the game crashes in the Cryoburr Pass
  • Fixed an issue with the settings menu not appearing on the Main Menu when clicked
  • Fixed the pause menu not pausing the game
  • Fixed the pause menu not showing or saving settings changes
  • Fixed an issue with Moatia appearing to fly randomly in the Syra Meadows
  • Fixed an issue where Smoulder would appear the size of a house in the Gateway level
  • Fixed a problem with the puzzle in the Cryroburr Pass not allowing the player to go into it.
  • Fixed an issue that would spawn the player under the map upon falling into the Ketek Canyon
  • Fixed a problem with swimming that made the animations not play
  • Fixed a problem with swimming that made the player stop swimming randomly
  • Fixed fish not swimming or staying in one place
  • Fixed several issues with critters spawning in the terrain or not spawning at all
  • Fixed a problem with the cut scene in the Tower of Amagrodahn that caused it to not play
  • Fixed a problem with the colors in the body customization to show the wrong color
  • Fixed a few floating rocks in the Cryoburr Pass
  • Fixed an invisible wall to be visible as it should be in the Syra Meadows
  • Fixed missing texture on the entire Mushroom Forest at the Tower of Amagrodahn
  • And lastly, several minor fixes to player movements and animations that were previously sticking or making Tirsy just slide randomly

With all of this done within just a week, we're happy with how things are going so far in Early Access! We'll keep bringing in new additions while fixing any further problems that are taken note of throughout the Early Access period, so that we can bring you the best game we possibly can! So for now, keep on keeping on, and remember....

Be the Dragon you Always Wanted to Be!

Patch 0.41 is now live for testing. Here are the changes and notes for this version of the game.

Additions

  • Added level 10's in development level for basic testing of the swimming system and transition between Tempest Valley and there.
  • Added several platforms to make the Ketek Canyon jumping puzzles a little easier for those less skilled at platforming
  • Added more descriptive tutorial messages for how to show your cursor to select the element types for your secondary attack
  • Added various collectibles for Tempest Valley that will require some skilled treasure hunters to find!
  • Added 6 new lore collectibles to further explain the lore of the game through the history of the people living on Reqweki

Changes

  • Changed how the swimming system works to allow more smooth controls for Tirsy
  • Changed a path that is hidden to be a little more easily found
  • Changed how lighting works in Tempest Valley to reflect the rainstorm better
  • Changed how objects render reducing some frame drops in crowded more detailed areas like Tempest Valley

Bug Fixes

  • Fixed an issue with kill boxes when falling from great heights not sending Tirsy to the right locations
  • Fixed some flickering when leaving the cave part of the Tower of Amagrodahn level
  • Fixed swimming animations locking up and just having Tirsy float along the surface
  • Fixed an issue that prevented deep sea swimming even when it was enabled
  • Fixed an issue with the Earth element showing as Light element instead
  • Fixed some dialogue issues with the companions not displaying the proper dialogue for first chat with them

Patch 0.40 is now live for testing. Here are the following changes made to the game since the previous version of 0.18.


ADDITIONS

  • Added 3 new levels (The Iksae Catacombs, Tower of Amagrodahn, and the Tempest Valley)
  • Added Enemy Creatures with combat to battle against these little buggers!
  • Added the ability to shoot fireballs that will change based on the element you are currently
  • Added the first 3 elements (Fire, Ice, Earth)
  • Added 12 new collectibles throughout existing levels
  • Added Eating/Sleeping animations to Tirsy
  • Added blinking to Tirsy and her companions
  • Added various pickup objects you can use in a variety of ways to progress a level
  • Added ability to swim in the deep waters
  • Added various loading level objects based on what you collect
  • Added Encounter of the Spirits
  • Added multiple branching paths in existing levels
  • Added various lore interactibles throughout the existing levels
  • Added the ability to jump to various enemies making combat more interesting

CHANGES

  • Changed various animations for Tirsy and companions
  • Changed the way interactions work to run more smoothly
  • Changed how randomly generated sections are calculated in existing levels
  • Changed how weather works to run more smoothly
  • Changed the way gliding works to run more smoothly
  • Changed various interactables to better reflect the world's lore
  • Changed existing objects in the loading level to work with the new interactions
  • Changed various dialogue for the companions in existing levels to fit their personalities better
  • Changed how enemies detect the player
  • Changed how jumping works to run more smoothly with the animations of Tirsy
  • Changed how loading works to account for the loading level.
  • Changed the way the sky changes with lighting to better reflect the atmosphere and weather
  • Changed how lighting is done in several levels to run more smoothly
  • Changed how hints are displays in several levels to be more visible

BUG FIXES

  • Fixed the animations for eating not playing
  • Fixed the animations for sleeping not playing
  • Fixed the random super jumping in the swamp and canyon levels
  • Fixed Tirsy's animations randomly stopping when bumping into objects
  • Fixed various textures not loading in the Tutorial and Canyon levels
  • Fixed enemies not spawning in several levels
  • Fixed the speed on several companion dialogue interactions from going too quickly
  • Fixed issues with the pause menu overwriting the health bar
  • Fixed Chippy's quest reward not dropping
  • Fixed the Dragon Heart object being dropped as a normal gem object, now drops correctly
  • Fixed several of the customization options from not saving, now saves correctly through all levels
  • Fixed saving from not saving your location upon saving, now saves the location and rotation
  • Fixed physics objects from launching into space unrealistically, should now apply weight correctly
  • Fixed various ways from escaping the early levels and falling infinitely, should all be blocked now
  • Fixed gate opening animations to work in a smooth way instead of instantly opening
  • Fixed lighting in the Swamp from being overly bright when it's a night level
  • Fixed various crashes relating to interacting with companions and collectibles
  • Fixed the cutscene from the Iksae Catacombs from crashing the game
  • Fixed the animations in the Iksae Catacombs from not playing
  • Fixed snow effect not showing in the snowy levels
  • Fixed rain effect from not showing in rainy levels
  • Fixed various sound effects from not playing
  • Fixed settings from not saving properly
  • Fixed interactions with lore objects crashing the game, should now work correctly
  • Fixed several areas where you could get stuck forever, should no longer be able to get stuck there
  • Fixed a graphical glitch that caused the terrain to disappear in the Meadows level
  • Fixed distant objects from flashing constantly, should be correctly visible at all times now
  • Fixed disappearing enemies when running towards them

Thank you all for testing and for the feedback regarding the previous build! There is a lot more coming soon and more quality of life changes are on the way as well. I look forward to the feedback on everything that is new in 0.40!

(2 edits)

Please use this thread for bug reports. We will fix these as they are found and hopefully get them into the next update to ensure a continued fun experience that is bug free!


Known Bugs:

  • The swamp level is very bright right now, this is an issue with the directional lighting and should be fixed in the next build (Fixed, confirmed)
  • Tirsy has a random super jump after gliding is enabled. Still trying to figure this one out as it shouldn't be happening at all.
  • Sometimes Tirsy's animations will lock up putting her into the "landing" state. This is likely due to something wrong with her skeleton and is being looked into. For now, simply jump to get around this and get her animations working again. Each level seems to start like this at the moment.
  • Sometimes the game will get random fps stutters in the canyon and swamp levels. For the canyon this has to do with the grass having a ton of dynamic shadows and has already been fixed for the next build. For the swamp, we think it's to do with the lighting issue as well so hopefully that resolves it there. (Fixed, awaiting confirmation as it doesn't lag on my pc)
  • The animation for opening the gates in the 3rd level seem to sometimes instantly open instead of doing so smoothly. I've noticed the same for the lever to open the smaller gate. This should be fixed in the next build. (Fixed, Confirmed)
  • The physics object blocks tend to launch as if they have no weight. This has been fixed already as well, (Fixed, confirmed)
  • Saving at the sleep spot doesn't play the sleep animation and just seems to freeze you for the duration of that animation. Not sure why it won't play it but it is being looked at and will hopefully be fixed in the next build. 
  • Eating at the food piles doesn't play the eating animation and freezes you for the duration of that animation. Again, not sure why but hopefully we'll have this fixed very soon!
  • The dialogue for the npc companions sometimes goes by way too fast so it's almost unreadable at times. This is something we're rebuilding to hopefully make a much better and smoother dialogue setup when conversing with your companions. Afterall, who doesn't want more options for personalized input?! But yeah, we're gonna remake the dialogue and quest system.
  • Chipsy's quest reward doesn't spawn. There should be an object that he spawns next to him when his quest is complete, but it does not currently spawn. This has been fixed and it will appear in the next build as intended! (Fixed, Confirmed)
  • After pausing and going to the settings menu and then unpausing, your health bar will remain full even after taking damage from falling. This has been fixed and was an issue with that menu overriding the original UI. (Fixed, Confirmed)
  • Saving doesn't seem to save your position in the level when loading back in. Not sure what's wrong here as it works fine in other projects but it is being looked into. For now, I'd avoid saving unless at the start of a region so no progress is lost. When loading in it will currently only spawn you at the start of the level you saved in, not where you saved at. (Fixed, awaiting confirmation)


If you find any other bugs or issues please post them in this thread so we know what's causing problems and can fix the issue! Thanks in advance for your help! We want to deliver the best gaming adventure for players afterall, no one likes bugs....unless you do, but not that kinda bug, these ones, we squash!

(2 edits)

The game's current build is 0.40, and the following is a list of the finished features or working features currently in the game.

Explore 9 full levels each with their own unique design fitted to the theme that flows between each level connecting them.

Customize Tirsy with a variety of options from her body color to her eye color, as well as adding your choice of an accessory to make your tale as unique as possible! Be the Tirsy you want to be!

Meet 3 of the many companions, Chipsy and Moatia, as you begin your journey to the Land Beyond. Both will aid you in your adventures in their own way!

Learn how to glide to avoid dangerous falls, or ram into a wall gliding blindly at will....Gliding will help you reach farther locations much easier than just jumping there, and it's more fun!

Learn how to swim from the best swimmer around! Fear the water no more, brave Tirsy! Later learn how to swim in deeper waters as well! Tackle the fear of the sea!

Experience a hidden backstory with various indicators of what's happened around you. Only those who explore everywhere will find the truth!

Collect 18 different collectibles that will later be visible in the Dragon Den! You will see everything you find in the loading level as you progress through each level finding the collectibles!

Watch you step, falling could lead to being hurt! Fall damage is in the game, but currently at a set rate at set locations. This will later change to be wherever the distance is great enough to take damage from. Gliding truly will be a life saver!

Play around with fun physics based objects and prove you're the best Statue Stacker in all of Reqweki! Or just have fun yeeting them into the void, whatever floats your dragon!

Basic settings menu with the standard setup. This will later be expanded upon to be much neater looking and fitting to the game's theme with all the settings of most modern RPG games. 

Listen to a beautiful mix of background music suited for each region.

See what paths lie hidden beneath the obvious! There are currently 6 hidden paths to explore, each offering a unique secret and bit of lore for those who seek it! Who knows what shinies hide in such places!

Experience unique hand crafted puzzles in each area, from simple "stand on the circle" puzzles to more elaborate thoughtful ones that will keep your wits a goin! You might have to act fast, never know when that blasted Smoulder will cause problems!

Fulfill the quests of both companions in 5 of the current levels, three are optional, but offer a bit of fun for the melon chasers and rock collectors! The others will be a fun filled Scavenger hunt and parkour chaos! Friends need help too!

Battle your way through each level in the new combat system! Take on fearsome enemies or become a true dragon of chaos and unleash fiery fury upon the peaceful critters of Reqweki!

Figure out the mysterious puzzles and advance through a plethora of hand crafted platforming regions to get the epic loot and let it shine in your very own Dragon Den!


There may be unmentioned features as well, but for now this is what's currently finished with much much more planned and in development! From a customization screen for you to make your own unique Tirsy, to battling it out with fun looking critters to see who the best baby dragon really is!, to exploring even more regions with much more complicated puzzles and paths, all the way to a fully fleshed out questing and companion system allowing you to use your friends elements to change your very fighting style. There's a lot to come yet, and there will likely be bugs to fix up with each update, but we are dedicated and will get everything as quickly and efficiently as we can!

Hey everyone, I'm excited to announce that the next build is ready to be played! Below is a list of everyone added and changed in this build comparing to the previous V0.58 build.

Fixes:

Various bug fixes that caused movement delays or freezes throughout the Waterworks "dungeon". This was caused by too many animations running at once and it should no longer be a problem.

Fixed spelling/grammar errors that weren't intentional in some of the main story's dialogue during Chapter 2.

Fixed a skill that wasn't working before.

Fixed NPC interactions that would cause the player to transfer to a different location. Not sure why this was happening, but it is fixed now.

Fixed region transfers to take the player to the correct region.


Changes/Additions:

Changed the way Weshrain's entire city looks. It now has 4 sections with three of them currently completed. Each one has a certain purpose for what it contains inside as well as where it is located.

Changed the item and blacksmith shop to become separated and into two different buildings entirely. This allows for a more unique shop look for each one that isn't as crowded. It also allows for more merchants to exist in these shops. The blacksmith shop now has both a weapon and armor merchant instead of only one that sells both types of equipment. This is to break away from some of the confusion for the items listed on the buy page of the shops. The general store now has the general goods (consumable items) shop as well as an accessory shop.

Added Guild Hall to Weshrain's central zone, which has various NPC's inside that can teach you things for a price, as well as the NPC that gives out guild tasks. In the future, there will also be a shopkeeper who sells the Guild Gear.

Added various side quests and interactions throughout Weshrain. Some NPC's and actions will now effect your reputation for that region and it can hurt or improve how others view you as a character. Some NPC's will respond negatively towards bad reputations while some others will reward you for such deeds.

Added a bridge to the Housing District of Weshrain that you can walk under and go over to reach the various sections of the area.

Added Racial Embassy to Weshrain where you can interact with the other races of Oricai at a certain point. Some may even join you if you are known well enough.

Changed the entire introduction to be more immersive and directly related to the protagonist's character. This new intro is specifically for learning what really caused Lucia to come to Oricai.

Added various hidden treasures throughout the game world as well as several new gathering nodes inside of Weshrain and the regions around it.

Added "The Starving Child" quest branch for some interesting relationship building with your allies.

Added scenes for when Lumi's relationship is above 100-200-300-etc. up to the max amount where she will ask you to talk with her somewhere and you'll have a decision to make that will effect the future. If you agree to it, you'll have something special, but declining will have no impact so long as you haven't agreed to anyone else.

Changed the names for each relationship ranking to be more simplified and easier to understand. Also shortened the amount of ranks from 10 to 5.

Added a proper ending to Chapter 3 and several side quests within the region Chapter 3 takes place at.

Added 3 new classes to obtain and change into any point afterward.

Added various new weapons and changed the way some were named to better fit the game's lore.

Reduced the amount of techniques to only be 3. The reasoning for this is that the other techniques were doing the same thing and they are now obsolete since I can make each type within one of the other types themselves.

Added notorious interactions throughout the World of Oricai, where you can perform acts of thievery, assassination, and even planting evidence on other characters. Note that these actions will have harsh consequences but they can get you some great rewards for participating in them. "No thief steals plastic bags after all."

Added various plugins and tools that allow for a cleaner look to the game's windows and events. Still implementing some of these changes, but the overall look appears much better than before.


And that about wraps up most of what I've done to the previous build to make this new one all ready to play! Hope you guys enjoy it, and I hope to hear back from some on what changes can be made and if anything isn't working how it should be.

Great news! We'll have an official trailer for TOTL soon enough. In addition I figure I'd share some updates with you guys, so here's what I have done over the passed month or so with this title.


Intro/Tutorial area

Changed the intro from a text crawl to the detailed personal viewpoint of the main character Lucia as she's on a ship sailing to the nation known as Yurai. Yurai is ruled by a king, not the Herald Lumi, which is what makes it unique compared to the other nations.

During the scene for the intro, there is no text but might have some voice overs possibly if I get someone who can do a female voiceover to depict her thoughts.

I'm still working on setting up the idea for Leon's story as well, but it's less of a priority. Basically it comes down to this "If I can finish one entire side of the game I'll have a blueprint for the other one which is in the parallel world that's worse off."

In addition to the new intro, I've expanded the "escape" from the Dakrumi attack as well so it's more immersive of putting you into the dangerous situation Lucia and Lumi face off during their escape.


Chapters 1-3 updates

As some of you may know from following the game elsewhere, I had begun work on a complete overhaul of the city of Weshrain. That is officially finished and there is much more to explore.

I've also brought a lot more life into the city and added a function that allows NPC's to enter and exit shops just like the player. If the player goes in behind them, they will see them inside of the shop as well. This adds that city life appearance to them. Many of these NPC's also update their dialogue as the story goes on.

I've reworked the scenes that take place in the Aqueducts involving a certain villainous character and his Lumminai. This will make the process much more smooth and flowing compared to the complex way I had to set it up before. The same applies to all other scenes inside of the Aqueducts and any areas before it.

During the trip in the Wisparya Forest, I have included the series of events for the Lumminai Harp. This involves collection quests, crafting quests, and a couple of fights to befriend the Lumminai or go against them and claim their crystal as your own power.

There is also a new Gypsy type camp inside of the Wisparya Forest that will allow you to conduct trade and purchase special weapons that only they sell (elemental or skill infused weapons).

Finally, the Port Au Venfey has become a fully functional town of piracy and gambling. In this port, you'll now be able to begin Chapter 4 after resting and learn about a traitorous plot involving the minor Herald Valerya who rules over Venfey and her pirate crew. You can also gamble here, which is the only place this is possible in the entire game world!


Chapter 4

I've finally gotten around to doing some work with chapter 4. This chapter will introduce the first step of crafting (gathering the materials). You'll have to journey over water to locate a stolen ship that has a special rare mineral needed to begin crafting a weapon that one of your party members wants.

You'll have to go through some puzzling processes in order to reach the helm of the ship where the pirate crew awaits your....wait...they are seriously just fumbling about?! How did these guys ever steal this ship in the first place....*sigh* Anyway, you'll have your chance to make some choices that will determine what happens next!

The ship is finished with a total of 4 levels of the ship interior and the rooms in the cabin quarters. This is the bulk of Chapter 4.

Also during Chapter 4, a kidnapping takes place which introduces the mechanic known as Pact Linking. It is touched on briefly in chapter 2 and 3, but it goes in full force in 5 after the kidnapping.

Me too xD I'll be working on the gameplay trailer for it too over the next week or so so that I can get that finally in there.

You can send an email to SenRufuStudios@gmail.com (sorry no custom cool email like Sinnistar@SenRufu.com yet lol). Alternatively, you can also email my personal email at Saiwave@hotmail.com. I check both regularly, and the rest of the team can also check the main studio email.

- Sinnistar

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I did put in screenshots but I'm not sure how to make them show up lol. Do you know how I can make them show up on the page there? I have several screenshots for the game, and I'm working on making up a gameplay trailer too but I want to get the cool intro rework put in there before I can have that done since that part will be featured in the trailer. The current intro isn't the final one, since it's just a text crawl that's not necessary for the story really.

But yeah I definitely plan on making the trailer as soon as I can (am currently just waiting on my musician to fix up the music to go with it is all.). Thanks for commenting on this and showing some bit of interest xP always good to see feedback, especially if informative and helpful like yours is.


Edit: On a closer look, it appears my screenshots didn't actually save on there. I've added them in now. It's an RPG Maker MV game so most of the shots should look familiar as I use a lot of plugins from Yanfly to make the game more enjoyable. The current progress of the game has it finished with about 5 hours of content including 3 storyline chapters. I'll likely have the newer version uploaded sometime in a week or two which will have the 4th chapter of the story, loads of side quest additions, and hopefully the new intro as well as crafting and skill learning. But yeah, it's updated with some of the shots that aren't obselete now as most of the ones I have need updated since those are.