It seems to be some kind of habit lately… I’ve noticed that I write a post pretty much once a month.
In this past time I did… not much of a game, being honest. Main reasons for that were:
being physically tired
lacking concept for next Martyr’s stage
being tired of working on Divinity Fatum (temporary, though - I’m not going to abandon this project)
In a meantime I started working on some kind of side project (yet another one) to serve as some kind of steppingstone for me, when I get tired of working on DF. It’s in an early phase as I only made “main base” and overworld so far. I guess that doesn’t tell you much, so let me explain a little about that project, before I move onto main topic.
Game’s title is: “Million Souls to Take”. We’re taking the role of recently deceased person. Action takes place in capitalistic Purgatory where we can literally buy ourselves a second chance by exchanging it for mentioned million souls. We can collect them from the “Fallen Ones” - beings that were once humans, but because they stayed in Purgatory for too long, they lost their identity and cause. I plan to make it into dungeon crawler being mix of “Elona“‘s open world and “Persona 3“‘s battle system (typical turn-based jrpg battles). I want to put there what I like the most in that kind of games - a lot of customization. I don’t really mean character’s appearance here, but rather a lot of skills, items, allies etc etc. I intend to even put there an option of making yourself a house and later on even creating something like a town. Except that, there will be a lot of dungeons ending with boss battles. We will be given all that, while fighting not only to gain a second life, but also to not turn into the “Fallen One” by ourselves. Everything kept in ‘80’s theme (kinda. I was inspired by Hotline Miami here). Anyway, here are some screenshots of that something:
Now, a little about Divinity Fatum’s development progress. First, I added a little visual adjustment in certain parts of the game. Basically, I thought that I could add script that I used in Townlore to enchant feeling of tension in certain parts of the game. At first I just wanted to make Martyr’s stages to look more disturbing, but when I noticed the effect of this script, I thought that I could also use it in other moments of the game. With that little touch-up, I get something like this:
Next news is that I finally get an idea for second Martyr’s stage, as well as how it should look like in the end. I had a certain idea for Martyr’s image alone, but I found it not exactly threatening. After spending some time away from the game I get an idea of how I could make second encounter look like. I haven’t scripted battle sequence yet, but beside that whole stage is pretty much done. I should also finally force myself into maybe adding some dialogues with students from the School, add some books to the Library and write some descriptions for pictures in Art Gallery. These are the things that don’t push the story forward and pretty much serve no purpose other than making the game more interactive. That, however is ironically quite important part of gameplay… Finally, some screenies of latest little progress:
I’d also like to remind that there are save states for both Act II and Act III in download section here:http://divinityfatum.blogspot.com/p/downloads.html . If anybody would like to check out the newest add-ons by themselves, be my guests. Demo was also updated. And that’s all for now. Cheers.
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