Celestial Tear: Demon's Revenge (RPG created by Black game developers)

Trexrell44

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Hey, I just wanted to say thanks for supporting us with our first game. I means a lot to me that our community is supporting each other in this business.
 

Draje

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Hey, I just wanted to say thanks for supporting us with our first game. I means a lot to me that our community is supporting each other in this business.

Hey Breh, I don't have steam or play games on the computer, but I wanna donate to this. Who wants to be gifted this game?
 

Address_Unknown

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Placed in my Steam wishlist for when I'm doing another mass purchase.
 

Trexrell44

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Using the word demon is a way to give a title to something unknown. We wanted the player to build a presumption about the people who are referred to as Demon's. Which they are not. The general population of this world have gained so much from casting these people away, simply because of the way they look. Using propaganda and old world views to justify much of what has been done to them.

We could have used something more religious conscious, but in all honesty we thought it sound cool.
 
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1 Year Update
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Last year, it was around this time of the year that we released our first game on Steam. We are dedicated to providing a greater experience going forward. To let everyone know exactly what has been going on with the project, here is a detailed list of the changes and advancements we have made with this project so far. We look forward to both your feedback and critique of what we have as we climb towards getting out a beta as well as the official release.

Presentation and Menus
One of the biggest critiques that we had experienced was the resolution of the game.

We have increased it from 640x480 to 1280x720. This gives the game a much more crisp look as well as more room for menus and text.

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In our previous version, when we put the game in full screen it left the game stretched. Pixels were not as crisp and it seemed to make the game look bad to some who would prefer to play on that setting.

Main Menu

The main menu now features much more of the characters portraits. Due to the new positioning system there is also a part of the menu where you can modify the way your party is placed during battle.

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Main menu
Item Menu

The item menu is a little different here. We wanted to make the most out of the amount of space we had, so now there are now three columns. This is a great addition as you can acquire many items at one time in the game and having the extra space as well as the sorting options will make finding the item you need much easier.

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Item menu
Status menu

The status menu has some notable changes as well. You can cycle through stats to get a quick view of status resistances and basic attributes. We have also decided to get rid of MP levels so that there is only one MP bar for all skills.

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Status
Skill Menu

The skill menu has also gone through some notable changes. The combo finishers and skills are on two different windows. Also when you upgrade, there is a separate window which gives you more insight into what the upgrade/gaining of that ability will be able to do. The visuals of this screen are not finished, but it is functional.

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Skill
Controls and Key Config
Another feature we looked into when we were upgrading the engine was the ability to change your key configuration. We had some players who were interested in this feature and we wanted to make sure that it was addressed. Unlike the previous version, controller and keyboard operation will work together.

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Key config
This is not the final look. We intend to modify it a bit more. It is fully functional and shifts to gamepad controls once it is plugged in.

Backer Rewards
Although the game is released we still have some backer content that needs to be fulfilled. The soundtrack has been slowed since the last time we talked, but there are at least 8 songs that need to be done/redone and so far we have not been able to get that done. We have contemplated releasing what we have, but we don't feel like it is complete enough for commercial release.

Backer Character: Percyl

Another backer boss character, Percyl by HolyHeaven, has gotten the Demon's Revenge treatment. He is a young penguin pirate who can travel through different worlds in his boat, this time he has docked on Hasphal.

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Percyl
News On Mioni Saga
We have talked about our in-between project called The Mioni Saga which features an important character from episode 2. We have gotten most of the writing and some sprite work done, but a few aspects in the main system have to be addressed. We have most of that done and we will move onto that as soon as we get the episode 1 update done.

In Mioni's saga, we feature a very important character to the world of Hasphal known as Hydorn. He was mentioned a few times in episode one, but we really dive into his origins and the impact he has made on the planet through Mioni's journey.

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Hydorn
Updated Tools
Tools are now much faster and varied. Sen's waterball is now capable of grabbing and opening items like chest that may seem hard to reach on maps. Jagen's scythe now cuts more area at once. I really did not like the animations that were there previously and I am far more satisfied with the updated version.

Marketing and Release
I mention this as it is probably the most important aspect of our process. We had done a very poor job on the initial release as far as getting the news and generating interest for our game's Steam release. We do not want to end up in the same position as we were before with giving a release date and not fulfilling that promise. For now we will continue to update you with information as we progress in regards to both the future episodes and content released as we move forward.

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T-shirt
With that being said, we have a much stronger campaign which involves me doing a lot of work like I did with our crowdfunding campaign. We will also be working with a PR company in order to supplement our efforts, but we are going for some re-branding and trying to resurrect our initial efforts.

More Enemies and More Animations

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Dash


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Jump
I mentioned in a previous update that we were adding more basic animations to characters in order to make them move more cohesive with the grid system. We also increased the amount of enemies that will be in episode 1. There was a feature (day/night enemies/skills) in the game that we did not get a chance to implement as well as a major plot point in the game where a major battle was supposed to appear. All of these things will be featured in the update as well as the interactive objects in battle.

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These are four of the added enemies in the game. We also will be updating a few with more animations and skills to use on the grid. There will also be the addition of a couple of bosses.

Conclusion
We are working very hard to get this out to everyone. We are very close to getting a tech demo and beta out. We would love to give an exact date for the release, but there are somethings that are out of our hands. As soon as we get the battle system stuff presentable we will have a better idea on when we can release and provide a date for it. We will feature the battle system in its own update as we have a lot to go over with it.

Thanks everyone for your continued support. We will have another update soon.
 
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June 2017 News & Progress
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Hello everyone,

It has been sometime since our last update, but we bring a bunch of progress and news. We have been slowed down a bit because of some recent commission work, most notably for a project called "Revere: A Story Of The End." During our time working on Demon's Revenge, we acquired some skills that we have put forward to helping us financially. We put a lot of our own resources into this project and we have high expectations on the final product. We are going to take some time in this update to let you know what we are up to as well as why this is taking so darn long.

We were recently apart of the game developers of color event in Harlem last Saturday. We showcased the older version of the game and got some great feedback. The event was very successful to us as we made some great connections with press and other industry professionals.

Over the last couple of months we have had some great progress with the game. We feel our over all presentation has improved. We have made improvements to the way the story flows and we have solidified combat to make it more balanced.

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We are just about complete with the latest character portraits, Sinara and Dr. Krinwar. These portraits are really important. They portray the characters personalities in a way the pixel animations may have a hard time doing.

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There are some new required animations mainly for the humanoid characters. Since the riposte and other skills or attacks can cause a lift in the character, we have decided to add hit up and fall poses. It adds more fluidity to the system and makes it more dynamic.There has also been more battle animations such as ground hits, running dust and swing effects to make the hits and animations look more exciting.

Az Theme

Sen's battle theme

We have acquired a new team member, a musician called DaveyBriteRPG. He will be taking over in the BGM department. He's already composed 10 new tracks for the game including, but not limited to, Sen's new battle and main theme, Az and Lord Zorpel's theme, and a few location tracks. We showcased some of it at the expo and it was one of the main highlights of our showcase. He has been a great addition to our project and he has done a fantastic job with the music he has done so far.

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We are in the process of making more GUI options. Since the player is going to be spending a lot of time in the menus, we felt that we should offer options if the player does not like the current version or just would prefer a change in the theme.

Battle System
In the coming weeks, we are going to be releasing the battle showcase. In the showcase, we will be exhibiting many of the features we have for the battle system. There has been some new features that we have added recently and general polishing that we have to address. When that is done, we will be ready to show it publicly.
https://streamable.com/fesbz

Once an enemy is scanned you can now access their hp as well as their status on the field by hovering over them. You also have access to all party members' information when you hover allies too.

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We have added a new victory scene with a new MVP feature. The MVP system allocates the most valuable player in your party and then randomly issues a bonus to your team or the MVP. We thought this would be a fun way to track your parties effectiveness and give a fun incentive for after battle. It's currently not properly skinned/beautified, but we wanted to show it off anyway :D

AI
The AI has become a centralized function of the game. Our battle system features objects and visibility variables so having the computer controlled enemies react to these scenarios is very important to the integrity of the system. There are times that the AI needs to hide and attack objects and make decisions based on where it is relative to the player. We want to offer a full and complete experience and having this system functional is extremely important. Although we have been looking to get this done awhile now, this is a relatively new feature that we have not yet tested to its full functionality.

Releasing The Current Build

We have been avoiding announcing a release date for this project. With our added work load on other projects to support this one, and the amount of time we are going to need to promote this, the game will not release until early 2018. We are aiming for February. Due to testing and our marketing schedule, this is the most foreseeable time that we can do this.

If you have ANY questions, please let us know! We look forward from hearing back from you.

Thanks for taking a look at our update we should be back with the battle showcase very soon.

- Whitney & Tyrell White
 
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