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Screenshots and Other Dev Media

A topic by AoDLegacy created Oct 29, 2018 Views: 206 Replies: 14
Viewing posts 1 to 15

Concept art, screenshots, and teasers/promotion art. 

10/29/18

Rivia Backstory

Rivia - Who I Once Was
MajoriaSisters
Concept Art for Gardis Sidestory
Battlers
Battlers from Chapter 3. <Obviously not saying anything ;)>

11/10/18

New cutscene, one of three that are being added to the start of the game. They're in, but until I get the new mechanics in and stable, you won't see them in a public build. More art is underway that I will be showing you all later.

Very very sorry for lack of updates. Things have been slow. But, I have been working- -I promise. I've been doing behind the scenes like messing with UI, cutscene art, and so on, but mostly been working on behind the scenes story and cutscenes. Wanted to make sure I got *something* out to you guys.

Before and After

Cutscene Quality Upgrades in Progress!

Death Curse and Dialogue Boxes UI Testing

So as I mentioned in my devlog, the game is being remade in MV. We're still working on core elements such as the base combat, and I've only recently started area design on the Ancient Hills. To that end, I have a video showing what the new Ancient Hills will look like in MV. Lots of work left to be done, but this is your first look.

I'm going to be making efforts on making a tech demo of sorts to give a very basic idea of combat and get initial feedback, which will replace existing the currently live download. I'd really like to ask you guys to help me out once the demo is live and give your honest feedback, and I'm hoping to greatly expand the scope of the demo after that point. Chapter 1 will be a start to a more episodic build of the SR:MT storyline, each episode being built like a separate game. We'll be thoroughly testing various options to implement this so it's relatively seamless to add new episode content to preexisting saves.

I more than realized that soundtrack aside, I'm pretty much already making a sizable game just with Chapter 1, and dividing these story segments up will greatly increase overall production and hopefully with a more focused dev cycle, quality.

Thanks to everyone who has been patient with me and supporting me in this endeavor, I hope with these changes, I can finally make something at the standards not only I can enjoy, but you as well.

If you haven't already seen my MV switch dev log, you can do so here.

Right on the heels of the first update, I hoped to get some progress on combat, which I have done. Not far enough along for the demo, but I'm building up a bit more of an idea of where I want the classes to go. Here's the Ritualist and Fighter's in dev fighting mechanics in video form, with an explanation after.

Ritualists can cast quick magic, but their strongest abilities are in the form of Rituals. Rituals require setup to execute to maximum effect, Dioxios in particular in order to take maximum advantage of its damage output, needs its targets to have Minor Curse on them, or its damage will be reduced, and can only be used with TP. That said, using debuffs and other trickery is the name of the game for Ritualists, and damaging moves do not build their TP meter.

Fighters conversely tank damage while building their TP, allowing for the enemy to waste their energy (and sparing the other party members the damage), then retaliating with a variety of heavy hitting counter moves. There are a few baseline abilities, over time I will be giving them much better options in battle, including support abilities. 

More progress today. Classes are getting more developed with skills, job point system is in early implementation, and we're importing some old favorite monsters back into the game. Customized Fighter and Mage party art is tba. We're hoping to get a technical demo out with a simple 'story' to get people into the new systems and test mechanics out soonish, but a lot won't be idealized yet. It'll simply be a test of the game's most basic mechanics and see what people think or would like to see added on.



Today’s work. The entrance to the Sacred Valley region. Before it was a empty ravine with some random bandits, but now the Bandits have a proper base, even a cave at the top of the cliffs. 

There will even be a sidequest asking you to clean house here, giving you the opportunity to earn some extra job points, gold, and exp. The Sacred Valley will be the end zone of the demo, so the difficulty will rise as you proceed into it.

Hopefully I can show you all more progress as the weeks go by. I also want to take this moment to address the new people here:

Thanks so much for taking interest in SR:MT. I am sorry for the failings of the old version, and I sincerely hope you will love this brand new version that I am oh so desperately trying to get out to you guys.

I don’t do devlogs unless I have important issues to alert you to, but you will typically find daily progress here in the community and on my Twitter. (@DracoWyrm_Media)

I figure that my policy probably hurts my visibility, so I think the next thing to do is implement the Weekly Progress Report on the Devlog. Would you all be interested in that?

Still working hard, took a risk and tried designing Mieva in the Moghunter battler style. I have two more stances to sketch but so far they are looking well for art in my style. 



Also done was some custom UI elements which are still in progress but it looks good so far. I also have finished the tech demo final boss room, nothing happens in here yet, just idle npcs. 

I have also been starting monster skill and difficulty implementation, but that’s a very much WIP situation atm.

Hopefully I can make more videos showing gameplay as I get farther along, but I hope you all are enjoying my updates. I will be trying to get the first weekly update out Friday or Sunday.

Have a great day everyone!

Today was spent working on the new Moghunter graphics for Mieva, and it's all working now! It's definitely going to be a pain, but it will add so  much personality to the characters as they fight. Now focusing on implementing the Paladin Class, tweaking gold/job point drop rates, and probably starting Side Quest implementation to add in some additional revenue sources so it doesn't take a million years to earn your way into the other areas of the tech demo.

I'll keep you guys updated on how things are coming, I may even take some time to start drawing the next graphic set.

Lots done! Progression is making good strides, and we even have a good boss battle going! As you can see, the combat system is coming farther along, and all characters have custom Moghunter style battlers. We'll be working on more aspects of progression behind the scenes, while also working toward getting the demo into a much more complete state. Hope to have more stuff for you in our weekly update coming up!


Today's stream, showing a good amount of the story and how the game has come along mechanics wise.

We had lots of bugs but it's a great step toward release of the demo.

Watch SR:MT Tech Demo Playthrough 1 from Aodlegacy on www.twitch.tv

After a stressful week with little to show for it after the patch, I'm back in the grove of things. Started work on the new intro more properly explaining the story, one of the last changes (we're cutting back on the Tech Demo ideas because we'd like to make progress on making an actual game) to the tech demo before Story Demo dev starts.

Because I have yet to show these off, these are the complete images of the Tech Demo Ending Cutscenes, hope you enjoy them, they were a lot of work to put together!

For the moment, that's all I have, but hopefully more will be on the way.

Finished a WIP of the Introduction sequence of SR:MT.  More polish is required, but it's a good start. Next up is work on the Underworld Dungeon and getting its story done, leading up to the first Death boss fight.

But for now, enjoy the video!

Underworld maps are underway. Currently building the Bone Dunes, one of several areas of the Underworld map. I'm imagining a few more maps before I am done with Bone Dunes and I start working on the areas just before Death's boss room.

I finally completed the big centerpiece tile project for the new dungeon.  Still work in progress elements but the dungeon is making impressive headway.