Sunday, 7 April 2019

Divinion - RELEASE

Fi-na-lly!

Gentlemen (and ladies), after long year of work, I can finally present you:


Thankfully, this time I wasn't overly optimistic. Going against current, well, currents :) in h-game development, Divinion offers you 11-13 hours of boring gameplay, convoluted story and shitty erotic scenes. Yes, the game is as long as all previous chapters of The Dark Lord Rises combined.

Why 0.9 then? Because, going along other currents, this time in overall gaming industry, I present you with post-release roadmap of incoming features. So in other words, full 1.0 release, aside from major bugfixes, should include:
  • More H-scenes
  • Improved graphics (sprites & icons)
  • Rebalanced itemization, passive skills and item enchantments
  • Two additional quests
  • Improved prologue (including short recap of events in TDLR) and after-credits scene.

Also, I'll probably put the game on some service which would allow those kind souls who want to support me (I mean, I kinda spent over 1000 h on this build, let me shill a bit) financially. 
Of course, game will remain 100% free, always.

Anyway, enjoy!
And remember to always stock on Field Supplies


Sunday, 31 March 2019

State of the Game - March

Hello guys. Today it'll be quick.

A) My HDD got busted. Thankfully, I had fresh backup on spare disc, so it had no impact on development pace. Unfortunately, it will have impact on immediate quality of the game, since I lost my carefully modded Honey Select :( CG for all H-scenes is complete, so there's no problem on that, but first release will have some placeholder images there and there, unfortunately :(

B) Game is now fully playable from start to finish (at least one of two routes), but still needs some testing - at least one more playthrough.

C) To be more precise, one playthrough from my side amounts to +- 10 h. If coupled with time necessary to iron bugs (another 10 h?) and compared to my free time, I'd estimate the game won't be released at least until 7-8th April (and only if I don't find anything major to fix again). I'm sorry, guess I got overly optimistic in last diary again.

Hope to see you again soon!


Sunday, 17 February 2019

State of the Game - February

Hello again guys, in what is probably last State of the Game post before release. Those three weeks since last post were very fruitful. First of all, the mechanics of the game are finally fully implemented*. Second, I started writing H-scenes - three are already done, (at least) seven more are to follow. See that number to the right? Yeah, my estimates were correct, Divinion will be only slightly shorter than entire The Dark Lord Rises :)

Current ETA of the game is mid-March.  Might be sooner, if I find no game-breaking bugs, but I think it's a safe estimate.


Thursday, 31 January 2019

State of the Game - January

Hello everyone! I'm on fire today (finally some holidays, yay!) , so I'll make it quick:

-Just now I've finished main story of Divinion. This means I can finally move to some basic testing and applying flavour there and there. There are still some parts of the game (namely, H-scenes, quests related to them and some lore) that require input, but main work is finally done. Yay!

-I realized only now, but Divinion will probably be as long as at least two chapters (so two-thirds) of The Dark Lord Rises. And of higher quality too!

-Writing climax to this arc took me entire two days. It's long, epic and I'll probably have to spend another day just testing it :(

-If you don't remember what happened in TDLR, there's no need to replay the game to remind yourself of characters and lore . There'll be in-game encyclopedia containing interesting bits about characters, locations and other concepts Renan & co. encountered during their adventures.

-Oh right: some members of Alba class will finally make their come back!

That will be all for today. Traditionally, catch some screenshots, just to increase your appetite.

Sunday, 16 December 2018

State of the Game - December

Hey guys, long time no see. Forgive me for not writing an update last month, but there was nothing really interesting to report. Late October, I've caught a bad case of the writing block, and unfortunately it doesn't want to let go. At a worst place too, since I'm now writing the penultimate, largest and the most important quest in the entire chapter :(  Unfortunately, this means I won't be able to keep my own deadline (New Year). Worse, it seems I won;t get my planned Christmas holidays :(((

Still, I made some progress, just not as much as I wanted. I've focused mostly on technical side of the game, wrote some H-material, tested soundtrack and polished certain graphical assets. Those usually go last in my development process, so it will cut me some work after the core game is complete.

That's all for this month. Grab some screenshots and Merry Christmas!



Thursday, 18 October 2018

State of the Game - October

Not much progress this month, my work got busy as hell. Worked mainly on mechanics, got over some hurdles, but story is

However, I finally decided on the name of the game.


And yes, it's not a remake. Divinion will continue the story from The Dark Lord Rises.

I'll have short holidays in November, should make some progress then.

Saturday, 22 September 2018

State of the game - September



Hello guys, I salute you for your patience :) Fortunately, recent month has been quite fruitful and I managed to keep with my schedule. But without unnecessary talk, what about the progress?


A) STORY is around 80% done. What remains to be done are basically two largest quests, one side quest and a climax, as well as some polishing and flavour here and there. I've also finally finished the outline for the entire story.

B) MECHANICS are 60% done. This has been my focus for the last three weeks, as first tests revealed that my initial plan - to have more "western" approach to mechanics - was suited neither for RPG Maker, nor the story. However, as I rummaged through various RPG maker communities and tinkered with the game myself, i managed to scrape a few interesting systems. My focus has been battles, which was always RPG Maker's weak side - I'm currently reworking things here and there, to make it more exciting. I even thought about copying Octopath Traveler's systems, but that unfortunately is impossible to do because of both engine limitations, as well as established lore. More interesting battle system will allow me to make gameplay more varied, as I initially thought of limiting combat encounters to minimum (still, some seemingly combat-intensive quests have an alternative approach).

As usual with TDLR, grind is reduced to minimum. Currently, killing monsters gives no XP points - those can be obtained only through completing quests. I am still contemplating on this tough, and there's still a reward for those who dutifully slay every opponent possible.


C) As I mentioned month ago, H-content is one the last thing to be added.


Overall, things look pretty good! Seems like December release date is still possible. Thank you for still following my dev blog!

Ah, almost forgot. Catch some screens from the current version