Wonderful job, really!
Any update on a demo or small level playable? I’m really curious to see it in action
@Nicolas3D Thank you! Until now I just did a “pitch” build, non player targeted demo just something to show publishers that my RPG framework “works” and I can get something interactive.
By now, I’m just some months left from a public demo. As Mr. Sweeney said the second 90% from game development are harder than the first 90% LOL.
A screen test from the Angels of the Abyss…
Hello…
Lots of things happened, after a “failed” crowdfunding campaign (man, these things are a time sinkhole), did some arrangements on my burn rate and budget as well on the launch date…
The worst thing I did was rely on “prototype” art trying to convince future players to invest on the project, no luck with small Publishers neither, hard lessons from all sides.
Well, working now on “Devkaze” mode, it’s all or nothing.
Here are some shots from the “non-prototype” level.
Artwork update… HUGE
Hello! Long time without news…
Well, I’m practically polishing almost the entire game with new pieces of art, also trying to get some cohesion on art.
Here are some shots of the game at the current state, hope you like and also think it’s a bit better, since the shots are a bit disconnected to anyone that doesn’t saw the game running, I’ll post a bit of explanations to understand the game flow.
MAIN MENU
The main menu got a new visual, I tried to get some sort of “musicbox” style.
FIRST RUN MAP
On first run, the player will not have any character created, so he will need to create one. This happens on the character baptism on a church on the top of a hill.
THE GAME MAP
The game is not open world, works with closed locations where the players can travel to by picking destinations on the game map the same shown on Main Menu, but with small jewels representing destinations.
CONSECRATE CITIES
Some places of the map could be changed by the player character through “consecration” to some of the game universe’s gods, this changes the appearance of the city to replicate the kind of faith and domain from their folk.
Human
Sentinel
Abyssal
Celestial
The shots also show the different races of the game (male character) and how this reflects on the character UI (notice the head of the small idol).
Cheers!
Dialogue update…
The previous idea about comic like baloons were too much dissonant, so, I did a small rework on it…
On this I used a metal themed frame (more like the remaining UI elements) and also got some concept arts as portraits, imho a more stylish presentation.
Vida gone alpha!
Looks like “my” long battle is coming to an end…
Thanks to you Epic with the initiative that began on 2010 (UDK) a party time developer alone in Brazil that would never get access to resources and tools to make something cool on this territory - without selling his soul - is getting near to show what someone can do when the dream and goal are stronger than the difficulties. VIDA is a RPG how I said it would be, has the features I said it would get, has the complexity I said I would implement and at least in part the visuals that I knew U4 would help me to achieve, now, just few weeks from the Beta and future launch I thought that would be appropriate make this announce and personal thanks where all this began (sort of, in really was on UDK forums)…
I got some screens from the closed alpha version, they are on my Native Language yet (PT-BR - Game will be launch first in Brazil to allow me to get resources to localize to other languages), but I think they will give you an idea about what your engine allowed myself to get.
To the fellow developers I just thank you by your visits to this thread and kind comments, you make my day a lot of times.
I’ll post updates to tell how are the things going (I’ll e-mail my distributor here today).
Best Regards!