What changed
0 fixes6 additions0 changes0 removals
- Gameplay
- Store
- UI and audio
addedWith Moon_Cradle currently making the last of the CGs for our original agreement, much of the game's new graphic design is close to done.
addedAlong with getting the creepiest arts possible, these death CGs have been have been chosen specifically with new game mechanics in mind. Until now, with the exception of the gore eyes in the hospital and the blue pants that did a simple back and forth, the enemies were largely uninspired in their behaviour (just mindlessly chasing Ayumi). With the new arts, this will largely change. The goal is for every major enemy type to have their own mechanics, which will allow me much more freedom in enemy placement.
addedAfter he is done with the last of the initial CGs, next in line for Moon_Cradle are: Ayumi's outfits -> the design of one more NPC and finally -> some technical stuff (like replacing that god-awful logo I've been using for so much time now, a new title image, etc. etc.).
addedAs for me, currently I am more focused on my Broken Reality RPG at the moment (hopefully it and the new Ayumi version to hit Steam relatively close to each other), but I will soon start looking for a sprite artist that better fits Ayumi's CG/character style, and will also be writing the lines for her voice acting (it will be limited voice acting, in the style of the old Black Isle games).
addedThe game will probably feature a support DLC with the HD versions of all the custom graphics, the sprites, the voice acting, etc. etc (doubt it will have in-game content, but it's not completely out of the question, perhaps some new outfits or something).
addedAnd speaking of Broken Reality RPG: Here! The new, playable version of it. Explore a huge, lovecraftian world with emphasis on player choice and brutal combat.
Ayumi: Enhanced Edition changes
addedWith Moon_Cradle currently making the last of the CGs for our original agreement, much of the game's new graphic design is close to done.
addedAlong with getting the creepiest arts possible, these death CGs have been have been chosen specifically with new game mechanics in mind. Until now, with the exception of the gore eyes in the hospital and the blue pants that did a simple back and forth, the enemies were largely uninspired in their behaviour (just mindlessly chasing Ayumi). With the new arts, this will largely change. The goal is for every major enemy type to have their own mechanics, which will allow me much more freedom in enemy placement.
addedAfter he is done with the last of the initial CGs, next in line for Moon_Cradle are: Ayumi's outfits -> the design of one more NPC and finally -> some technical stuff (like replacing that god-awful logo I've been using for so much time now, a new title image, etc. etc.).
addedAs for me, currently I am more focused on my Broken Reality RPG at the moment (hopefully it and the new Ayumi version to hit Steam relatively close to each other), but I will soon start looking for a sprite artist that better fits Ayumi's CG/character style, and will also be writing the lines for her voice acting (it will be limited voice acting, in the style of the old Black Isle games).
addedThe game will probably feature a support DLC with the HD versions of all the custom graphics, the sprites, the voice acting, etc. etc (doubt it will have in-game content, but it's not completely out of the question, perhaps some new outfits or something).
With Moon_Cradle currently making the last of the CGs for our original agreement, much of the game's new graphic design is close to done.
Along with getting the creepiest arts possible, these death CGs have been have been chosen specifically with new game mechanics in mind. Until now, with the exception of the gore eyes in the hospital and the blue pants that did a simple back and forth, the enemies were largely uninspired in their behaviour (just mindlessly chasing Ayumi). With the new arts, this will largely change. The goal is for every major enemy type to have their own mechanics, which will allow me much more freedom in enemy placement.
After he is done with the last of the initial CGs, next in line for Moon_Cradle are: Ayumi's outfits -> the design of one more NPC and finally -> some technical stuff (like replacing that god-awful logo I've been using for so much time now, a new title image, etc. etc.).
As for me, currently I am more focused on my Broken Reality RPG at the moment (hopefully it and the new Ayumi version to hit Steam relatively close to each other), but I will soon start looking for a sprite artist that better fits Ayumi's CG/character style, and will also be writing the lines for her voice acting (it will be limited voice acting, in the style of the old Black Isle games).
The game will probably feature a support DLC with the HD versions of all the custom graphics, the sprites, the voice acting, etc. etc (doubt it will have in-game content, but it's not completely out of the question, perhaps some new outfits or something).
(image of Hana, by Stoichion, will replace her current cameo in the first part of the game, in the cafeteria, which uses her old graphics). She's the female lead of my Broken Reality RPG.
And speaking of Broken Reality RPG: Here! The new, playable version of it. Explore a huge, lovecraftian world with emphasis on player choice and brutal combat.