Thursday 11 August 2016

Version 0.3.1c - fixing things is all I do

I'd like to present you 0.3.1c version of the game. It should contain fixes for most glaring bugs, missing assets and several typos introduced by 0.3.1.

Download link: 0.3.1c


Why so short? Well, I've just lost my entire post because of power outage. Two pages of my explanation about process that led to infamous gender change and current status of the project are gone, and I've no energy left to rewrite everything. For now then, I'll leave my essay about genders of RPG protagonists for later and in three points present what's going on with the game.

1. For the last two weeks, I've been only testing and fixing bugs.
2. My holiday is long over, and I've got much, much less time to tinker with the game
3. Because of that, presumed release date of 0.3.2 is, as for now, around early November.

As certain presidential candidate would finish: SAD! But I hope you'll enjoy your time with TDLR nevertheless.

Monday 1 August 2016

Surprise - 0.3.1 is here!

Hello guys, I have a little surprise for you - 0.3.1 version of The Dark Lord Rises!

This release is unique in many ways. I put a lot of work into it, yet it doesn't advance storyline as much as previous major updates. In fact, it covers less than a third of what I have planned for a third arc (around 1-2h of gameplay) So, why am I releasing it?

Several factors came to play here. First of all, as I mentioned in my previous post, I've replaced massive amounts of resources from the game, ones that were blatant copyright/terms-of-use violations. I've added several new scripts, some of them which affect gameplay in first two storyarcs. (Most notable example is quest log, which I deemed necessary considering structure of new arc.)
I've reviewed skills and character classes, adding several new states and new skill category for warrior-like characters. I also had to redo many events from first part of the game, since I didn't really understand RPG Maker rules back when I was writing them (which could cause some hilarious result if player was unlucky)

Now, all of those changes required extensive testing and to be frank, I'm a bit tired of replaying the game over and over, and have less and less time to do it. That's why I decided to release the game as it is. You can consider it a beta of some sort - I'm sure many of you will encounter various hidden bugs that somehow eluded me during your gameplays. As usual, bugfixing update should come in a week or two.

Last thing to note: if you have save from the end of 0.2.9/0.3.0 (during the mirror sequence), you'll be fine in 0.3.1, but saves from other parts of the game might be broken in some way.

Links to 0.3.1:

0.3.1 with RTP
0.3.1 without RTP

Also, please note the poll I added to the sidebar, since I have no preference in this matter and all results fits what I have envisioned, this is a good chance for you to shape the story to your liking - I'll certainly take the results to the heart when writing for 0.3.3.
Oh right, 0.3.3. I understand that this release end in pretty awkward moment, but unfortunately, next major release definitely will take more time, since my vacations are nearing the end. Sad reality :(




Sunday 24 July 2016

Update on next version - summer 2016



Hey guys, I wanted to give you short update on next version of The Dark Lord Rises I'm currently working on.

I'll start with good news. Lately, I had a lot of free time to sink into the game, therefore, I made great deal of progress compared to months before last major release. Progress is steady and if nothing unexpected happens, 0.3.1 should roll out much earlier then I expected - if I keep up with this tempo, I think the next version should be finished mid-August.

But more important thing is, I spent last week removing/replacing massive amount of assets from the game. Why? Well, The Dark Lord Rises started as a small project for me and I used many, many graphics and tracks from unknown sources/major titles - but now, that it grew, those became potential liability.
At first I thought this might become crippling blow to the game, but after some testing it seems my decision was correct. While some new resources, especially background tracks, lack the punch of parts they replaced, some actually, I believe, work even better than originals. And above all, those changes might make potential re-plays more enjoyable.

And re-play might be necessity, unless you want to use new option to skip straight to where 0.3.0 ends. Unfortunately, it seems 0.3.1 will again be save-incompatible (though if you saved right before the end, you should be fine), as I made significant changes in some mechanics to make game a little more enjoyable. For example, non-mage characters received completely new category of actions (stances), that spices up battles a little. I've even thought about introducing charge-style battles (a'la popular JRPGs), but couldn't find fitting free script, while I myself do not have time to write one from the scratch.

What's in for 0.3.1? Considering ending of arc 2, I don't want to spoil too much, but I finally got to thing I aimed for from the start, but got distracted in Marania. Third arc will definitely be way more focused on our protagonist, not just his power, but also personality. Also, I've just written my first true corruption H-scene, I hope you'll enjoy it - because that should (finally) become staple fetish for the game in further versions :)

I just hope summer stays as cold as it is in my country right now - because my brain stops working properly when temperature reaches 30°C.

Monday 4 July 2016

0.3.0 - Small update that does much.

Hello, everyone! First of all, I'd like to thank everyone for your comments on previous update, it really motivates me to work on The Dark Lord Rises - not to mention every mistake you help me deal with brings the game closer to my (and hopefully, yours) ideal.
As usual, after major content update comes one focused on bugfixing. Fortunately, it seems that 0.2.9 didn't have as many of bugs as previous releases, therefore I was able to add something you asked me for to the game.
Yes, finally - The Dark Lord Rises offers option to change difficulty level! At the beginning of your game, you are offered choice between normal difficulty (everything roughly as it was in 0.2.9) and easy one (which makes fights significantly easier). If you want to change your mind, similar option is available in the menu.
Please note though, game isn't, and never will be balanced around easy difficulty. Some fights and areas are designed so that player doesn't win/try to pick up a fight with certain enemies, but on easy, such "unwinnable" fights might in fact end with player victory and break the game. You have been warned.
Also, if you import your save from 0.2.9, please do not forget to set difficulty setting in menu, otherwise game might CTD during your next fight.

Version 0.3.0 is available for download HERE. RTP VX Ace required.

Enjoy!

Thursday 30 June 2016

0.2.9 is out! + about graphics



Uff, finally! Last week, I finally had time to sit down and put some effort towards next release of The Dark Lord Rises, and there it is - version 0.2.9, including new adventures of Renan & co. in unfriendly land of Marania.
Now, there are few thing about this release I have to address. because of various circumstances, I wasn't able to test some new locations to degree I'd like to. While there should be no gamebreaking bugs around, usual suspects (read: typos) might be abound here and there. I decided however that releasing game in this state would be preferable than testing it even longer, since my schedule might soon get tight again.
There are few new features in this 0.2.9. Most important - images! First batch of my "masterpieces" is included in in-game gallery, each one unlocked after every H-scene. To view gallery, read new item you'll find either in starting location or in one of two shops in new locations. Please note though, images won't appear retroactively - you have to play through H-scene to get one, so those that skip first act or load earlier saves won't be able to browse through them.
I'll talk about images a little bit later, but now let's move on to another change - balance. Despite changes in previous versions, I still receive many complains that game is too hard for the genre. During testing, I replayed it and made some changes to more frustrating enemies, which should help those struggling. Also, for those that have REALLY hard time, I included sort of cheating item, available alongside diary, in starting location. It should make MC much more potent in battle. Those who like challenge should just sell it at first possible occasion.
I also made small tweaks to to various skills, especially Lynn's, who should be now a bit more reliable in combat.
Last but not least, I made some changes to various scripts and overall aesthetics of the game. Not major, but those should improve experience a bit.

The Dark Lord Rises version 0.2.9 is available to download HERE. RTP required.
Enjoy!

Also, I'd like to address one thing that people write me about. Are images really necessary for the game? Some people clearly think I shouldn't bother with them, some think I shouldn't settle for my own godawful creation, there was even suggestion of setting Patreon for this purpose.

I'll start from the end. At least, for now, thing like Patreon are no-go. I believe The Dark Lord Rises is way to small of a game to bother with crowdfunding, especially since game at current state needs not one or two images, but at least twenty. It's a large amount of money, even, if I go with less known artists. Not to mention, because of my poor choice in the beginning, TDLR uses many assets that belong to someone else - if I were to take money, no matter what amount and for which purpose, it would be like entering dangerous legal marsh - especially since I have little knowledge about IP laws in US.

So, why I'm so dead set on having some sort of gallery hide the game, despite those circumstances? Well, while in current state game might not look like it, I always planned The Dark Lord Rises to be a game primarily about corruption of characters - not just mind control/rape/etc. And I strongly believe that good corruption games must have some sort of graphical presentation of this corruption, especially physical changes in corrupted character. It's integral element of the genre and will become more and more important as TDLR moves closer to my initial vision.

Oh, right, corruption. I delayed and delayed it, but it seems that finally, in next major update, this fetish will finally take it's rightful place alongside other themes in the game. So, stay tuned and thank you for reading my ramblings!

Monday 6 June 2016

Shamefur display!

Long time no see, guys! Yeah, I've been really busy lately... but at least, I've finally made it! Yeah, next update is basically ready, it just needs more testing and one H-scene needs to be redone - and I will...

Yeah, normally, I wouldn't be writing this post but rushing towards release. However, two things happened that will delay it further.

1) I'm actually very disappointed with new content, so much I think I'll redo it a bit. Not like it's AWFUL... just I've got a feeling I'm straying too much from my initial design. While I could just release it as it is, I think I'll tinker a bit more.

2) As promised, I've been working on my art on the side... and even though I still suck very hard, i feel with some help I can finally deliver some acceptable images for the game. I know many of you do not consider images necessary for such game (otherwise, you wouldn't enjoy it as it is :)), but for me, I always wanted for The Dark Lord Rises to have some illustrations, at least for H-scenes. Therefore, I promised myself I'll draw at least 4-5 illustrations for scenes in first act. Here's my drawing that I deemed worthy to include in the game (after few finishing touches).


Yeah, far from masterpiece (and this one was even partially traced from another work...)... If you feel strongly against including such art in the game, don't hesitate to comment. 

So, when to expect next update? Hell if I know. I'm beginning to understand all those big-ass producers and their "when-it's-done" mentality. Damn you, real world, with your work and stuff!

PS. Oh and yes, I'm reading all your e-mails and I'd like to address one peculiar complaint - that game is too hard.Iit seems even recent update wasn't enough and some people are struggling with certain areas... I think I'll include some way to cheat through the game...

Wednesday 2 March 2016

Nothing can stop progress!...yeah...

Hello again guys, long time no see. Yeah, recently I haven't had much free time to tinker with the game... and it seems I made my plans for next update a little too ambitious. However, I really, really want to end Marania story arc in 0.2.9, because twist I have planned for it's ending is pretty interesting and it will finally set s on course towards some tasty little corruption.

On the side though, I finally decided what to do about, currently non-existent, ero-art. Yeah, I'm not really satisfied with text-only H-scenes, but my drawing skills are non-existent, and I don't really have budget to commission proper artist. New art won't however make it to 0.2.9, I want to fully focus on current story, then 0.3.0 will probably include both art and major bugfixes.

I estimate new version will come out somewhere in April. I might be a bit too optimistic though.


Tuesday 19 January 2016

The Dark Lord Returns! 0.2.8 version released

Hello guys! I guess in owe you explanation after such long absence. I honestly didn't expect so many of you will play this modest game and even send me e-mails encouraging to continue development. Thank you!
Unfortunately, real life caught up with me. Late autumn, I had to spend some time in hospital, and when I finally left, games took back seat to other issues. However, my situation improved a bit after Christmas and here's a result: The Dark Lord Raises, version 0.28!
This isn't, however, major release: new version ends in same place as 0.27b. I wanted to focus on bugfixing and quality-of-life improvements that game desperately needed.
Those obviously wouldn't be possible without your feedback, for which I'm really grateful. I'd also like to address one issue that appeared repeatedly in comments: difficulty. Funny thing, as I returned after few months to the game to test it I also found myself struggling with my own game :) Therefore, I lowered stats of almost every enemy in the game, especially their offensive power, so that players won't have to rely on bugs to complete some levels. That doesn't mean however that game is not challenging anymore; careful management of resources and party members is still key to success.
Overall, I'd like you to enjoy new version. I also promise you that Renan's story will be continued – I just don't know how much time and effort I'll be able to spare in following months.


Catch new version of The Dark Lord Rises here: CLICK


Changelog 0.2.8
-Several mayor bugfixes, including wrong area transfers, unfinished dialogues and events repeating themselves
-Nerfed enemies all across the board, especially city guards in Avonlica.
-Characters now gain xp even when dead (as long they are in the party).
-Book of Thunders has been replaced with grimoire that offers healing spell
-Reworked several skills & states: Paladins, Chloe and Lavinia should be more useful in 0.28. Also, main character recieved new skill that makes mana management slightly easier.
-Added two noteworthy quests that didn't make it to 0.27: one in Avonlica (pre-portal), one in Kurshov (with a new H-scene)

-Many, many typos were hunted and exterminated mercilessly