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!