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    GiveMeASpicy
  Wed Sep 08, 2010 11:38 pm
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--Info has been taken down while the team works on building the company's website--

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Last edited by GiveMeASpicy on Wed May 11, 2011 6:56 pm, edited 48 times in total.

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    gRaViJa
  Thu Sep 09, 2010 10:56 am
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Location: Belgium
I want to post something, but i actually have to go, so 'ill make it real quick. I like this! You manage to build a believable world; I like the character art, i'm interested how this project will translate into a game.


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    GiveMeASpicy
  Sun Sep 12, 2010 3:10 pm
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thanks for the feedback. one of the most important things to me and the team has been developing a world that the player will be able to immerse themselves in. Doing that requires a world that is fully developed and believable, so I'm glad you feel that way. As for the art, there's actually a few more characters who are almost done, but need just a few tweeks in their designs. This is going to be a 2D isometric game built in the XNA Game Studio, so I feel like all of the art going into this will translate pretty well into the engine.

Speaking of art, later on today expect two pieces up; a cleaner version of Avalo (better pose, cleaner sketch) and the first piece of concept art for one of the main antagonists, Asylum. With his art there will also be a description of his backstory and of the other main antagonist, Michel.

Within the next two weeks or so, everyone's design should be finished. The world (and world map) should also be completely done, including the cultures, lore, etc. After that, I'm going to start working on the first draft of the game's script.

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    GiveMeASpicy
  Sun Sep 12, 2010 11:56 pm
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Okay guys, added the concept art for Asylum and I finished the world map! Its under the world section. If the font is a bit too hard to read, let me know, but I really like the look of it

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    LiquidMetal91
  Mon Sep 13, 2010 6:24 pm
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Looks brilliant!
Great concept art and detailed chars

But the world map is indeed hard to read..
you might want to fix that (or have a discription next to it)

Other than that, keep up the good work ;D

Gr, LM91

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    Norton
  Mon Sep 13, 2010 7:43 pm
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Definitely going to keep a close eye on this. Loving the concept art!


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    GiveMeASpicy
  Tue Sep 14, 2010 12:01 am
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First of, thanks you guys! I appreciate the support and and the complements on the artwork.

@LiquidMetal91: I had a feeling the font would be a little too awkward to read. I'm going to test out a few different ones and find one that works better.

Okay, so I was working on the new piece of Avalo, but halfway through I realize that the proportion was wrong. Was about to start over, but I decided, there are still four designs that need to get done, and two that have to be tweeked in the next two weeks before the writing process starts. I'll do his revamped piece when time isn't so critical. Within the next, two days or so, expect the designs for Bella and Claira to be up. After that I'm going to finish up Vance and the second antagonist, Michel. So, for those who enjoy the artwork, check back in a few days.

That's about it for now. Take it easy everyone

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    GiveMeASpicy
  Thu Sep 16, 2010 1:37 am
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Alright guys, added the design for Bella. Claira is gonna have to wait for about another two days, and Vance will have to wait probably until next Monday.

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    Eidolion
  Thu Sep 16, 2010 1:53 am
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Location: Canada 'eh!
I'm really liking the look of this project, and I'll be keeping a close eye on this. I can't wait to see more concept art, and I'm especially excited about hearing about the systems you have planned.

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    GiveMeASpicy
  Thu Sep 16, 2010 4:21 am
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thank you again for the complements on the art. I only hope that the environment concept art comes out as well as the characters, lol. while I do enjoy the nice words on the art, I would love more feedback on what you guys think of the characters, mostly because their story arcs really are about the first third of the game's story. This is why the description on the story may seem a bit vague.

@Eidolion: About the systems, there are four main parts of rpgs, especially with jrpgs, that I feel have stagnated, and need to evolve. These include; the way your characters level/develop, how the player can interact with the environments in the world, how you can interact with cutscenes, and most importantly, the battle system.

Character Development: This is one of the systems that hasn't been fleshed out yet, but I do know that it needs to be improved on. Most games either have strict, set paths that the character can develop on, like the sphere grid, or they have no path at all, like materia or the license board. This either results in a lack of choice and direction, or completely mass produced characters. While I'm not sure how yet, I'd like to make a system that gives the player options and makes leveling fun, and unique.

World Interaction: This is something that a LOT of rpgs haven't done anything with. In a lot of rpgs, you can't even jump, let alone interact with the world in an engaging way. I mean take FFXIII, in that game there was no interaction with the world what so ever. Finding treasure was as challenging as looking for tiny side roads. In our game, not only can you interact with the world, but puzzles naturally occur with the game that you have to solve. Some create shortcuts to new areas in the world, others can lead to very valuable treasures or intense boss battles, and others can lead to story areas.

Cutscene Interaction: Probably the only category that's actually seen progress, games like Mass Effect have done wonders with cutscene interaction. Our system will be similar, only more actions will be controlled by the player. For example, when the game begins Ashley's arc, she is making origami for one of her siblings. Rather than watching her, the player actually helps create the origami.

The Battle System: This one is paradoxically the most important system to me and the least developed yet. I want to create a system that is both strategical, interactive, and fast-paced. Turn-based systems, while offering the time to create strategic systems, have become extremely slow paced. Action based systems on the other hand don't offer enough time to think, but they pull the player in. There's a sense of urgency and action. I want to find a way to combine the two.

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Last edited by GiveMeASpicy on Sun Sep 19, 2010 4:28 pm, edited 1 time in total.

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    moog
  Thu Sep 16, 2010 5:34 am
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man i didnt even read this yet tbh but the art looks super awesome. ill reply later with my thoughts on the story, but so far i like what I see.


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    GiveMeASpicy
  Thu Sep 16, 2010 6:59 pm
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thank you. I can't wait to hear what you think about the story. If you want more information about it, because the description here isn't to fleshed out, just let me know, and I'll tell you a bit more about it.

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    GiveMeASpicy
  Sat Sep 18, 2010 12:32 am
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Alright guys, quick art update. First off, there's going to be a bit a hold on art this weekend. I have an exam/essay to write for one of my classes and a program to submit for another. Gotta love college. So, Claira's design will not be finished the weekend. And it'll actually be coming a bit later, which brings me to my next point.

I've been working on Vance's design and its starting to come together pretty well. It's everything you'd expect from an RPG hero; teenager, androgynous, a shit load of belts and bucklers that have no purpose. You know, I want all Nomura on his ass...Nah, just messing with you guys. Actually, I decided that for Vance a simpler design works better. Vance isn't about flash or pop or any of that crap. He's kind of grizzled actually. Unshaven, long hair, battle scarred. I think you guys will like it. What I like about his design more than the others is that elements of even his clothing has a sentimental back story. Expect it up some time on Monday/Tuesday.

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    GiveMeASpicy
  Sun Sep 19, 2010 5:52 pm
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hey guys. just wanted to make a quick update. while bella and asylum have a good jump off point, I fell like their designs are quite right yet. so, I'm going to do some tweaking to their designs as well. note that this will not change the set schedule, and writing is going to start next monday as planned. also, i'm going to start the menu designs soon, so keep an eye open for that.

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    GiveMeASpicy
  Tue Sep 28, 2010 10:52 pm
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hey everyone. just wanted to let you all know why there has been such a delay, and give you a few quick updates. School has been pretty crazy this week, which means that I haven't been able to really work on any art or start writing the script. I still have another exam this Friday, so studying isn't going to slow down until the weekend, when I will resume work on the game.

As a quick side note, I did manage to squeeze in some time last Sunday to work on Vance's design, and its coming along well. I need to do a few more versions of him to get it just right, but he's almost ready for unveiling. Also, I'm going to start working pretty in-depth with designing the systems, because I have to get a jump start on planning out the code for them all.

About the script, that will also commence this weekend. For any interested in following along with it and reading it as it develops, let me know. I'm still trying to come up with the right beginning.

Thats about it for now. Expect art soon, expect systems soon, and expect the script soon. All within the next two weeks or so.

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    GiveMeASpicy
  Sat Oct 02, 2010 2:52 am
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Hey guys. Just a quick update, I finished up Noah's design. Check it out, let me know what you think. Vance's design is finished, but I have to redraw it because it didn't come out so great. It should be finished by tomorrow.

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    GiveMeASpicy
  Sat Oct 02, 2010 9:11 pm
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Okay everyone, two things:

One, I finished creating a complete history for the game. It takes place during the planet's 27th reincarnation. Now that that's done, I'm going to work on the religions of the world, etc.

Second, I think I've found a few pro concept artists who will work on the game under commission, so, as of now I am no longer the lead concept artist for the game. This also means that you should soon be expecting some awesome concept artwork for all of our heroes, our villains, and if soon enough, the environments. So, what does it mean now that I'm no longer heading up the art department? It means that now I'll be able to focus solely on the world building, systems development, and story writing...in that order.

Another quick little notice, the script has been delayed again. I know that there's a pattern developing here with the story, but I feel that there are a few more important things that need to be done first. First being the game's systems. They're barely developed yet, and the game has little to show for it without them as they are going to be the game changers for Project Harmony. The other is the world building. I want to completely design the world before I start to write a story within it. Think Silmerilion before Lord of the Rings. But, soon enough, the script will have been started.

In the mean time, I would love to know what you guys think about the characters and their respective story arcs, or the artwork that's done already

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    GiveMeASpicy
  Sat Oct 02, 2010 9:11 pm
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Okay everyone, two things:

One, I finished creating a complete history for the game. It takes place during the planet's 27th reincarnation. Now that that's done, I'm going to work on the religions of the world, etc.

Second, I think I've found a few pro concept artists who will work on the game under commission, so, as of now I am no longer the lead concept artist for the game. This also means that you should soon be expecting some awesome concept artwork for all of our heroes, our villains, and if soon enough, the environments. So, what does it mean now that I'm no longer heading up the art department? It means that now I'll be able to focus solely on the world building, systems development, and story writing...in that order.

Another quick little notice, the script has been delayed again. I know that there's a pattern developing here with the story, but I feel that there are a few more important things that need to be done first. First being the game's systems. They're barely developed yet, and the game has little to show for it without them as they are going to be the game changers for Project Harmony. The other is the world building. I want to completely design the world before I start to write a story within it. Think Silmerilion before Lord of the Rings. But, soon enough, the script will have been started.

In the mean time, I would love to know what you guys think about the characters and their respective story arcs, or the artwork that's done already. Any C&C would be greatly appreciated.

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    GiveMeASpicy
  Wed Oct 06, 2010 10:05 pm
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Hey guys. Just a little heads up. Activity on this page may slow down a bit for the new couple of weeks. Pre-production is in full swing right now, so while our artists are working on the concept art, I'm going to finish up designing the systems. Periodically I'll update this page with the concept art that gets finished, and i'll update the systems section, but don't expect any major updates for a few months.

EDIT:
By the way, if you guys want to check out our artist/musician, then go to these links.
http://max05xiii.bandcamp.com/ -> Our musician
http://www.conceptart.org/forums/showth ... p?t=184244 -> Our artist

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    GiveMeASpicy
  Sun Oct 10, 2010 9:20 pm
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Updated the first post with the brand new character art by our concept artist, Ting Xu. There is a character roster now added to the post, where you can click the character icon to see the full image. As the weeks ago by, expect to see the rest of the windows full! We have concept art coming like crazy, ands its going to be awesome.

Let me know what you guys think of Avalo

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    gRaViJa
  Sun Oct 10, 2010 10:26 pm
Creator of Ascension
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Location: Belgium
Avalo looks weird in a great way. The art is really from a professional level. As said before the world you are creating is rich and believable. Still keeping my eye on this ;)


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    GiveMeASpicy
  Mon Oct 11, 2010 12:55 am
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Thank you. One of the most important things to myself and my team is professionalism. Since this game will be sold on the XNA Market (we're building it in the XNA game engine), we want to create a visually stunning game that looks and feels like it was made by professionals. For that reason, we've commissioned artists and musicians who will do the job right.

Our idea of creating the game is Tolkien in nature, in order to create a really immerse gave you have to create a world that will completely take in the player. In order to do that, you have to build a believable world. Garanelle has a complete history, a vast number of races, each with their own designed customs, religions, traditions, and a world with fantasy environments that will draw the player in. In fact, we took down the World section in this thread because we just had too much information, it would have scared people away from reading, lol.

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    GiveMeASpicy
  Thu Oct 14, 2010 3:12 pm
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Hey guys. Just a quick update.

Added some new concept art to the protagonist sections. These are the rough designs for Ashley and Edmond, just so you guys can get a taste of what they're going to be looking like. The more developed art is being done as we speak, but I hope you guys enjoy the preview.

Added new sections to the main post with some background info about the world the game takes places in, and what's going on in that world right now. Hopefully this will put the plot in a better context. Also added a bit more info on the protagonists' summaries. Check it out, let me know what you guys think. A small warning though, the post is now riddle with spoilers.

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    Sailerius
  Thu Oct 14, 2010 4:15 pm
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Just took a read through the OP. Here are my thoughts:

- What you have under the Plot section is mostly exposition about the world setting. For most people, reading about the world is boring, especially when they're expecting to get a summary of the plot. I suggest removing all of that content to a new section ("Setting", for example) and rewriting the Plot section to describe what happens in the game.

- That being said, the world setting sounds interesting and unique. Is it sci fi? It's hard finding tiles for sci fi games. Which engine are you making this in?

- The characters all sound interesting and well-fleshed out. It would be nice if you'd describe their personalities, though.

- I like the idea of shifting perspective to show each character's own plot arc. I'm doing something similar in another game of mine.

- I suggest changing the title since "Vagrant Saga" instantly brings Square's "Vagrant Story" to mind.

- The battle system sounds similar to Final Fantasy 13's. Is that intentional?

- Speaking of the battle system, if it's real time with full motion (as it seems at first glance), how are you planning to implement this? Action battle systems aren't easy to code, and having intelligent party member AI will be even more difficult.

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    GiveMeASpicy
  Thu Oct 14, 2010 4:30 pm
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Thanks for the questions Sailerius, been waiting for someone to ask some.

1. Valid point about the plot section, I never even realized that. I'll get right on fixing that and describing more of the plot. What I was trying to do was since the first half of the game's plot revolves around the character arcs, I wanted to describe that portion of the plot in their own section. But, I will definitely do a more broad, overall description.

2. The world is a bit of a combination between sci-fi and fantasy. While nothing is too overly-sci-fi (so that the art style doesn't clash), there are definitely areas of the world like Mechea which are much more advanced and modern than say an area like Sadeeth or Tama Meth. As for the tiles, all of the art in the game is being commissioned, and we're doing completely original graphics. The game is going to have isometric tiles that are painted in photoshop. The engine is most likely going to be the XNA Game Creator Engine since I prefer to code in C# than Ruby

3. Will definitely add a personality description for each character.

4. Thank you. I thought it'd be an interesting, sort of new take on the way the stories progress.

5. The name is a temporary one. I first started Vagrant Saga about five years ago, and the project ended up getting scrapped. I felt like it'd be nice to re-use the name as a working title while the real name is being thought up. But, rest assured, it is not the official name.

6. That was slightly intentional, yes. While I hope that our system is still unique enough to be set apart, what FFXIII did with their battle system allowed for a really strategic style of game play that we wanted to incorporate. So yes, there is definitely going to be similarities. Does it still seem unique enough to be enjoyable?

7. I'm a little confused about your question on how we implement it? It is going to be an action battle system, real time with full motion. They're not going to be easy to code, but again, we have a professional team that will be doing the programming once the design stage of the game is finished.

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    Sailerius
  Thu Oct 14, 2010 4:37 pm
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GiveMeASpicy wrote:
Thanks for the questions Sailerius, been waiting for someone to ask some.

1. Valid point about the plot section, I never even realized that. I'll get right on fixing that and describing more of the plot. What I was trying to do was since the first half of the game's plot revolves around the character arcs, I wanted to describe that portion of the plot in their own section. But, I will definitely do a more broad, overall description.

2. The world is a bit of a combination between sci-fi and fantasy. While nothing is too overly-sci-fi (so that the art style doesn't clash), there are definitely areas of the world like Mechea which are much more advanced and modern than say an area like Sadeeth or Tama Meth. As for the tiles, all of the art in the game is being commissioned, and we're doing completely original graphics. The game is going to have isometric tiles that are painted in photoshop. The engine is most likely going to be the XNA Game Creator Engine since I prefer to code in C# than Ruby

3. Will definitely add a personality description for each character.

4. Thank you. I thought it'd be an interesting, sort of new take on the way the stories progress.

5. The name is a temporary one. I first started Vagrant Saga about five years ago, and the project ended up getting scrapped. I felt like it'd be nice to re-use the name as a working title while the real name is being thought up. But, rest assured, it is not the official name.

6. That was slightly intentional, yes. While I hope that our system is still unique enough to be set apart, what FFXIII did with their battle system allowed for a really strategic style of game play that we wanted to incorporate. So yes, there is definitely going to be similarities. Does it still seem unique enough to be enjoyable?

7. I'm a little confused about your question on how we implement it? It is going to be an action battle system, real time with full motion. They're not going to be easy to code, but again, we have a professional team that will be doing the programming once the design stage of the game is finished.

2. Ah, okay. I was initially under the impression that this was going to be an RM* game. Have fun with XNA; it's a great platform and wonderful coding environment.

6. It's hard to judge how fun a battle system will be from text alone. I suggest starting development by making a battle system prototype and fine-tuning that first. That way you'll have a strong battle system going into the game.

7. Nevermind, I was assuming you were using an RPG Maker. I also didn't know that you had the will/funds to commission team members. That being the case, I expect to see good things out of this project!

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    GiveMeASpicy
  Thu Oct 14, 2010 6:00 pm
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Thanks for the support Sailerius. Are funds really just comprise of our day jobs, but you'd be surprised how little food the body needs to function, lol. Originally this started as an rmxp project WAY back when, but we decided that XNA would give us a better engine to work with and a better market to sell to.

Updated the first post again. There's now a Setting section, and personality information about each character. There is also a plot setting, although its going to need work. What I have right now sums it up, but probably in the vaguest way possible (which also ends up being the most cliched way possible). We're working on getting a better description.

So, that's it. Love the questions and the feedback, please post more. Let us know what you guys think about the art, the characters, anything.

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    friend
  Fri Oct 15, 2010 12:32 pm
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GiveMeASpicy wrote:

Features:
30+ hours of gameplay
100% original painted graphics
100% original soundtrack

Unique in-game systems
Awesomeness(?)

Well, that's pretty much the key info.


Before I comment on anything, whoa there, isn't that a little too ambitious?

I mean its alright to set high goals, but 100% original graphics and 30+ hours of gameplay is something many have set out to do, yet fail miserably, I just want to tell you that you should maybe have a more realistic goal, 10+ hours of gameplay, 50% original content, that is a little too ambitious isn't it?

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    K.matt
  Fri Oct 15, 2010 1:07 pm
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Location: New Zeland
Warnings: 1
This is looking nice to me keep up posted

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    GiveMeASpicy
  Fri Oct 15, 2010 3:36 pm
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@friend: If I were working alone then I would say absolutely. But my team and myself are working with a relatively large team of both artists and programmers who are being paid to create these graphics/music/systems. It will definitely take a while, but as long as there are artists who need work I don't see it problem. Honestly, the 30+ hours is a rough estimate of how long it'll be, but it could very easily end up being shorter. There's not going to be any fluff in the script or in the game, so we'll see how long it ends up being. I don't expect it to be any shorter than at least 15 hours though. With that answered I'd love to hear your feedback on the rest of the game.

@K.matt: Thanks for the support, and I'll keep you updated.

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