Wednesday, September 24, 2008

A... major update?

Finally! I solved my pc problems ... rather quick? (running fixes and stuff for 3 days :S ) Now I can continue on the project again!

Today I've got plenty of things to show you, so let's get started!

0.1 New Logo and Title Screen
0.2 Complete Story Synopsis
0.3 Latest Screens
0.4 The Game Systems
0.5 More Character Art
0.6 New Soundtrack Pieces
0.7 What about the demo?
0.8 You can help!

(Remember that you can view the pictures in their actual sizes by clicking them. <_<)

0.1 New Logo and Title Screen



This is a logo DonCreek made for the project. It might still undergo some color changes whatsoever, but I'm grateful for his effort! Thanks Don! ( Visit Don's blog! )


And this here is updated version of the actual title screen. And I also found unique sounds for the menu cursors, yay.


0.2 Complete Story Synopsis

Finally as I promised a (too) long time ago, here's finally a proper story synopsis of the project:

Today, I will tell you the story of Ascendence.


The story of a time when our world was still vast and wide, enveloped in mysteries like the soil under our feet, the growing of green grass shrouded by the morning mist. A time when mankind could only hope to grasp even the smallest glimpse of the wonder they were born right in the middle of, by craning their dreams over the walls of Colonies towering over them, covering the horizon… and covering tomorrow.

A time of despair, yet also of hope, in the soaring dreams of those with courage to walk with their backs straight in the cage their people were driven into. Structures of scrap iron and steam that could crumble into dust, the siege of the ferocious Beasts; aspects of daily life that would devour the people due to even the smallest hint of naivety, leaving only ruins as memories of the lost civilization for the future.

But where our actual story begins is in a city, standing firm from a time far before New Time; the era of an amazing new type of energy called steam-power, the likes of which were harnessed in this very city.

Hardship, fervour, dreams, labour... rising against the odds and winning the favour. Mankind's achievements rewarded them with momentum, striking a new generation out on iron steeds. Blowing steam out of their horns, they rode through the barren landscape, seeking an oasis of shelter for their kind, like an oak spreading its roots in the soil to sustain its life.

The years that went by all but wore the nest the new blood had left, driving the last inhabitants with a thirst for knowledge of strength, to stand unshaken in the new wind of expeditions. Decay, acquaintance, betrayal, salvation, and the birth of Ascendance.

Decades flew and became centuries, acorns sprouted and flourished into Colonies. The old oak has withered.



A loved child, born in the heart of crowded, busy streets, returns to his origins after many lost years, now wearing the cross of adulthood, and rumours of menace and despair, corrupting the streets he has yearned to return to for years. Where once it was time to depart, now the time comes to return… yet it is twice as difficult for a man made a Deviant, an outcast of Colony.

Cyrus Kellan returns to home, the Kaskar Colony, after a long journey. Back to the familiar steam-filled streets, where he now finds himself surrounded by unfamiliar faces, glaring eyes, rumours and whispers. The place he once called home has changed into a strange new adventure, both familiar and unfamiliar, as he runs into his childhood friend Lenna at his own doorstep.

The raging Beasts, the oozing miasma... the dark lanterns in the night throwing shadows of deception upon the streets of the Colonies. The stories they would once strain their ears in the night to catch when they were children... revealing their hideous nature before their very eyes. That which reveals itself to be only a part of everyday life in the world of Colonies offers Cyrus the Deviant only questions. Soon, Cyrus finds himself in the ranks of the Kaskar Armed Forces with Lenna, seeking hope and answers to put all their questions to rest. The answers they receive come at high cost, and offer nothing but yet more questions, until Cyrus meets his counterpart: Quinn Dasstar, an ambitious young man sharing similar goals to Cyrus. Together, they become a successful working pair on the surface, receiving critical acclaim and praise. Little do they know they will only mingle deeper into the meshes of hazards on their task to bring hope for the citizens of the Colonies... and soon drift into a momentous incident which is to change their future, and the future of everyone else, for the rest of their lives.

Thanks to Christo for helping to fix the text so that you can make sense out of it. :)


03. Latest screens



An updated version of the battles. See the small HP and PSI icons, eh. The "OK" status is still most likely going to change. I've already made most of the game status effects also. I gave them nice colors and made custom icons for each of them.


And this is screen of the latest area I've made, the road on Everbreeze Plateau. It features Quinn
and his subordinate, Gigara. Shungo left the scene already.



Yeah there aren't much new screens to be shown. :/ I've been directing scenes, planning and working the systems, and planned more depth for the story parts.

0.4 The Game Systems

Talking about systems, I should update an in-depth post about them sometime, but I haven't thought all the details for all of the systems yet. The systems I've planned for the game currently, are:
  • "Field Abilities" and "Field Menu." = Each character has their unique skill that can be used anywhere to help with puzzles and etc. similiar way to Wild Arms. The "Field Menu" is the menu that pops up whenever you hit cancel. In "Field Menu" you can change the character, access the Main Menu, Psi Grid, Statistics and RMC. Here's a preview of the layout I've made and have been scripting lately:



  • "Psi Grid" = is a system where you can spend Psi Points that you earn from the battles. You must choose a Psi Ability you wish the character to learn and after you purchase it, it unlocks 4 separate status boosts around it, which you may purchase as well if you wish. The Psi Abilities form a grid - as you purchase one ability, it unlocks 4 status ups around it, and also a path to next ability as well. Here's an early and rough preview of the menu. I haven't spent so much time to working it yet:
The icons will change as well as the layout, some colors and etc. It's also missing a lot of icons, layers, colors and general design.

  • "Reputation System" = your actions during the game may earn you postive or negative reputation among any of the Colonies existing in the gameworld.

  • "Career Ranking System" = When you work in AF, your rank goes up and down depending how you succeed in your missions, exams and training at the facilities.

  • Enhanced Default Battle System = You don't have a default "Attack command" in your battle commands, that you'd have to spam to get rid of the enemies. Instead, the Attack command you will have, is a skill set that holds different type attacks that are effective against different type enemies. Each of the characters will also have their unique battle command, which differs on each of the characters. Some of the characters learn their new "Attack Commands" by using their unique battle command in different circumstances. All the characters may also learn Psi Abilities from the Psi Menu, and use them in the battle, depending on which type Synth Gear they've equipped.
  • Synth Gear System = You may equip different type of Synth Gears to one of your character's equipment slots. Synth Gear is a device that holds two type of basic elements inside it. To create Synth Gears you need to bring different type of loot from monster to a special store, and extract elements from them to create the Synth Gear. With some element combinations you may create a third element to the Synth Gear, and when you equip this Synth Gear to a character, you may use three elements instead of just two.
  • Weapon Upgrade System = Characters have their unique weapons and in order to upgrade your weapons, you need to bring different type of materials to a special stores, in order to make your weapon better.
  • RMC = RMC is a special connecting device similiar to the phone we know. You may call to important NPCs throughout the game and inform them about important events, warn them, ask for favors, etc.
  • "Action Command System" During any dialogue and other game events, your character performs different actions if you hit the action button at the correct time when an exclamanation mark appears, allowing diverse outcomes for the event.
That should be most of the systems planned and implented this far.

0.5 More Character Art
Here's few character pictures I did a quite a while ago, but never posted. All of them Aren't fully complete, but anyway, yeah.

The characters are from top to -> bottom: Carol, Maestra and Yude. I'll do the actual character profiles in a later update when I've drawn all of the portaits.

0.6 New Soundtrack Pieces
Here's three new soundtrack pieces I recommend them to listen who are interested!
The New Main Theme
- Originally by Kawai Kenji
Another General Theme
- Originally by Kiyoshi Yoshida
Another Action Theme
- Originally by Koji Hayama

Yeah there! I hope they give you somekind of idea of the game atmosphere. If you haven't, you should also check the other soundtrack pieces from an older blog post.

0.7 What about the demo?

The first and last "official demo" I am ever going to release is going to cover many hours of playability and is probably going to be released sometime next year I hope. However, I will upload a shorter demo, too, for those who want to get a somekind of early first impression.
That demo I'm aiming to release during this year and things I have to complete before I can release it, would be:

-Direct Everbreeze scenes
-Direct capital city scenes and add the NPCs there.
-Remake the AF training at the capital and redirect the scenes.
-Make a small town located near to the capital and direct few scenes there.
-Direct the scenes for the road to Central Base that has already been made.
-Finish the water caves and direct the scenes for that place.
-Add all the monsters, balance the battles and other database stuff.
-Complete the systems required for the first demo.

After those things have been done, I'll have some people beta it, and then I'll release the first demo. Patience untill then!


0.8 You can help!
So yeah, I hope you enjoyed the updates of today! I'll try to get some new video and some stuff about the battles sometime!

Oh and one request for all of you. There's one thing you can all help me with. I gladly take in any ideas about what would be fun to do in a game! (Playability-wise) I mean... any puzzles, minigames or such! For example let's say you like to hurt innocent little animals, there, that's an idea you could submit!

Cheers~


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