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(Demo) Celestial Tear: Demon's Revenge

Trexrell44

Educated
Joined
Aug 1, 2014
Messages
37
Thecrewindiedb_zps2ab0ab8c.png

We are less than 24 hours until our campaign day! We need all the support we can get. Even if all you can give is a dollar anything helps on the 1st day as we need to build popularity. If you guys think our game is cool please join us.

Visit our website for more info. http://demonsrevenge.com/
 

Trexrell44

Educated
Joined
Aug 1, 2014
Messages
37
Ok guys Its been far too long since I made a forum post. Here is a brief summary of all the things we have been going over in updates.

Update #3 I did a V log talking about the campaign.
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/977034


Update #4 Boss enemy contest winner was announced
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/977507
Congratulations to Fred Green & his wife who collaborated to create Adelyte.
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Update #5 Motion comic cutscene
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/978579


Update #6 Thanks to our artist
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/979854
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Update #7 Stretch goals
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/981756
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Trexrell44

Educated
Joined
Aug 1, 2014
Messages
37
We have a bunch more updates since I was last around.

Update #8 We show some bigger boss enemies among a lot of other things.
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/984271
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Update #9 We talk about the tragedy that befalls the main character and her brother.
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/985160
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Update #10 We talk more about the character Zone and what his story is.
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/985855
a8599bfedad32ec367d9ee1bf1bccf63_large.png


Update #11 We had a streamed interview with Indiegame Magazine
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/986950
6802e703a652766880b7e301847f15a0_large.jpg


Update #12 Updated demo with community suggestions
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/987155
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Update #13 I thanked all the backers and we had another youtuber play our game.
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/987172



Update #14 We get our contest winner image and sprite done.
https://www.kickstarter.com/projects/whiteguardianstudios/ct-demons-revenge/posts/990846
 

Trexrell44

Educated
Joined
Aug 1, 2014
Messages
37
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We have decided to give kickstarter one last try and we are currently sitting at 44% within the first couple of days. We need as much support as possible and we are calling on the community to help us get our game fully funded and unto steam.

Kickstarter
Steam Greenlight
 

Trexrell44

Educated
Joined
Aug 1, 2014
Messages
37
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We made it! We are completely funded with a few hours left. If you missed it, we are still leaving room for anyone to donate through paypal after the campaign is done.To everyone that helped us thank you so much we really appreciate it!

http://kck.st/YYFdzX
 

Applypoison

Numantian Games
Patron
Developer
Joined
Dec 5, 2013
Messages
120
PC RPG Website of the Year, 2015 Serpent in the Staglands Codex USB, 2014 Shadorwun: Hong Kong
We call ourselves White Guardian Studios, and our project is called Celestial Tear: Demon's Revenge. A 2d jrpg inspired by comics and the games that we think are great. Games like Suikoden 2, Legend of Dragoon, and Final Fantasy with a pinch of Wild Arms second ignition.
Nice inspirations, especially Suikoden 2 and Wild Arms; many good memories from those games. And don't listen to Quick Time Event haters, Legend of Dragoon actually had a pretty fun combat system :P

We are putting as much work into the battesytem that we are putting into the rest of the game. It is sporting full sized 2d pixel work with beautiful backgrounds as well as a dynamic camera system. It has a condition turn based system which adds that strategic element in battle. We also are implementing a system in which you can interact with objects such as trees and pillars to help give players the edge in sticky situations.
FWIW, I like camera motion; it helps the whole "there is actually stuff going on!" feel of RPG combat.

If you're still gathering ideas for encounter design & diversity, the Growlanser series feature a well-executed combat system with plenty of positioning/strategy elements (and I always thought it could be so much more). If you are unfamiliar with it, I would recommend checking out Wayfarer of Time (GL4), which had by far the best battles and difficulty of the series.

Since we are huge comic fans
Hey, for the most part that is how Blizzard started out and managed to stay in business. Greenlit and good luck :)
 

Trexrell44

Educated
Joined
Aug 1, 2014
Messages
37
We call ourselves White Guardian Studios, and our project is called Celestial Tear: Demon's Revenge. A 2d jrpg inspired by comics and the games that we think are great. Games like Suikoden 2, Legend of Dragoon, and Final Fantasy with a pinch of Wild Arms second ignition.
Nice inspirations, especially Suikoden 2 and Wild Arms; many good memories from those games. And don't listen to Quick Time Event haters, Legend of Dragoon actually had a pretty fun combat system :P

We are putting as much work into the battesytem that we are putting into the rest of the game. It is sporting full sized 2d pixel work with beautiful backgrounds as well as a dynamic camera system. It has a condition turn based system which adds that strategic element in battle. We also are implementing a system in which you can interact with objects such as trees and pillars to help give players the edge in sticky situations.
FWIW, I like camera motion; it helps the whole "there is actually stuff going on!" feel of RPG combat.

If you're still gathering ideas for encounter design & diversity, the Growlanser series feature a well-executed combat system with plenty of positioning/strategy elements (and I always thought it could be so much more). If you are unfamiliar with it, I would recommend checking out Wayfarer of Time (GL4), which had by far the best battles and difficulty of the series.

Since we are huge comic fans
Hey, for the most part that is how Blizzard started out and managed to stay in business. Greenlit and good luck :)

I will definitely check out the Growlanser series. The battlesystem is our main priority. So far people have said the story was pretty interested. We are adding a bit more of animation to just about everything. Anything we can do to make it engaging and fun we will look into. Our goal is to make people actively seek and enjoy battles in our game.
 

Trexrell44

Educated
Joined
Aug 1, 2014
Messages
37
Hey,

We have had a lot of progress since our funding. We have moved along since than and I have had a lot less time to actually post them anywhere so I am going to try to take a day and do that. That being said here is our latest update and you can check our blog to keep up to date and see our other progress since. Demonsrevenge.com



Hey guys! This update is a bit late, but there were somethings I really wanted to show. I have been playing around with Spriter Pro and I was able to make a pretty fluid animation for Jynx's stance. For a spriter, this program is very exciting for me and there are many things that you can do with it.

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Debbie, another sprite artist I have working with me, did a great job on animating the arm as well as other key frames to animations that we have been working on together. She is really good in different forms of animation and her work challenges me to make my work much better.

Here is another animation of a minor enemy we worked on together.

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In a previous update we were talking about getting our custom battle effects, we have been working with Oray Studios and they have produced some really cool stuff. They are really great to work with and are very efficient with time and production as they had completed them in a short time period.

http://vid105.photobucket.com/album...nimations/16.Sens Attack Down_zpswh9rqtmz.mp4

http://vid105.photobucket.com/album...mations/17.Sens Attack Left 1_zpshpvhfsdr.mp4

http://vid105.photobucket.com/album...mations/20.barrier Breaking 1_zps8l41f41z.mp4

We have an update on the battlesystem and we are excited to really get some more work completed on it. We have a small preview of the battle system and as you can see we went in a slightly different direction on the way you do combos. One of our backers Steven introduced us to Xenogears and we loved the way those combos were performed so we did our own variation on it. Thanks Steven! :) We hope that you all will have fun with it as we plan to make it as fun as possible to go into battles. This is a very raw preview of it, as it does not have the effects that we showed earlier in this update as well as the proper hitsparks, timing, etc.

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We are working to get a new demo/beta up in March and we are finalizing our end point for our project (at least for the 1st chapter). In March, we want to give everyone another chunk of gameplay like we had done in our previous demo. There will be a completely different portion of the game and you will definitely see the differences that we were able to produce with the funding. We are really eager and excited to get your feedback on what we have so far and we are working hard to make an engaging and interesting experience. One thing that we regretfully may not show is the card game, although it is being worked on we have a slight delay in it. It has made Yin pretty upset, but as you all know we have a pretty hard time letting things like that bring us down for long and we will take the positive and move on with that.

Thanks for checking out our updates everyone. We are doing pretty well and we really hope that you like what we will show you guys sometime in March.

-Tyrell and Whitney White
 

Trexrell44

Educated
Joined
Aug 1, 2014
Messages
37
Big Plans For March

So we are ending our February and coming into what could be our biggest event since our Kickstarter campaign. We are on a schedule of releasing our playable demo by the third week of March. We want to give you guys a little incite of what the demo will contain and how things have changed since our campaign up until now.

Demo News
The demo will be about an hour long depending on how you play it. It will be more or less an intro into the actual story and feature our main character. When we release the demo we are really going to be looking for some strong feedback, everything will be upgraded and we feel we can not make a great experience without your input. Our goal is to make a really great game, we want the game to do well commercially and critically.

Voice work
We have had some issues with the voice work for some of the characters in the demo. Most of that was due to some of the voices we rushed and acquired shortly before its release. Now we are going with our core and strongest group of voice actors for the next showcase. That would include Jalen K. Cassell, the voice of Jagen , Cecilia Yus, who will voice Mioni and hopefully Amira, Echo Viridian as Sinara, and our newly acquired voice actress Danielle Mcrae who will be the new voice of Sen.

Sprite Work
We are wrapping up this month with a lot of great news and content. I have been working on Jagen again and I have been making his sprite look more like the image that Ricky has drawn. I have added more detail to his armor and upgraded his gauntlet to look more like Ricky's detailed work.

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Using this design I have been implementing it into Jagen's combo animations and I really like how they look opposed to what they were before. This new version will be featured in the demo, so he will definitely have to look the best he can look.

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I have also been working on some animations dealing with the character sprites such as climbing, jumping, bending down, and stance. Here is a small example of Sen's in game map sprite.

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We have enlisted some more on on tile sets over the past couple of weeks and the production has been fantastic! We have had some really talented people come along and the work they have produced along with our contracted spriter is amazing you are really going to enjoy what we have to offer as far as landscapes go.

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Music
I firmly believe that we should have one of the best soundtracks for an indie game this year. Mark continues to impress with his remakes of our older tracks. Jagen's new battle theme may be one of the the best tracks he's made so far. I personally think Jagen has all of the best music associated with him. I can not wait to hear you guys' opinions on it.

The Full Game

We have plans to release the game in the near two to three months. That being said, I want to clarify what this game will feature and what may be left out as far as the first chapter goes. As you all should know, this game is going to be chapter 1 of a full length RPG experience. We aim to make the chapters at least between 14 and 17 hours. We have 3 playable characters, 8 areas in 4 locations, and a few secret ones too, all in the first chapter.

What we may or may not be leaving out is an additional playable character and 3 more areas which would just take a little bit more time but could be added to the next chapter.We shall find out what we could do with that by the end of March.

-Tyrell and Whitney White
 

Trexrell44

Educated
Joined
Aug 1, 2014
Messages
37
We are coming very close to releasing the demo, we have worked very hard pushing each other and arguing with each other to make sure everything fits our combined vision. We feel that we have something that everyone will really have fun with. This month has been very exciting and we are eager to get feedback on everything that we have. Be prepared to lend us your unbiased opinion and let us know how you feel about everything when it comes out.

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We are first going to be streaming the demo on hitbox with the Average Giants on Monday the 23rd at 9PM EST. Come see us get some direct criticism and see what Indie Game Magazine has to say about our game. If you guys can come and lend us the support, we would really appreciate it. It is always a fun stream and both Nicks are really cool people and usually very nice.


Battle Background animation

One of the cool things that we are bringing to the table and that gives the battle backgrounds a bit more depth is adding some really solid animation. We have managed to get our animator, Chris Lewin, back on the job and he has produced some really solid results check it out!

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Ricky is at it again and he has done some really cool art work. He's interpreting our vision from my less than stellar story boards. He started working on the intros of the three main characters and so far, just looking at the first frame it is going to be epic!

How I feel about our project right now

We have learned a few things through these past few months about our game and what we really want to provide the players with. I think one of the most important things that we wanted to do as a developer is come up with something that is fun, engaging, and interesting. Then I believe somewhere beyond those lines we feel that we have a bit of a mature audience and we wanted to do something that would have meaning and a bit of social commentary without taking itself too seriously. At this point the game has sort of taken on its own identity and it is sort of developing into something that we would have never seen coming, it has matured into its own individual thing and like a parent to it's children we are very proud of it. Our game is dark and a bit grim at times and we feel like we really can not help it. We think our game is perfect the way we are writing it and we really hope you all feel like it is too. I hope that our central message is interpreted properly and everyone is able to find enjoyment with something we put all our heart into.


To give just a little more insight into how we operate and what we are thinking when we are working on the game, we never had a sense that we want people to think of this game as something from their past like nostalgia, nor did we want to recreate the wheel. We have played and have been big fans of RPGs and games in general. Our first priority has been to balance every part of the game and I feel when one part of the game starts to look, sound, or even feel a bit better than the other, there is a tiny voice in the back of my mind that is letting me know that the other things just have to measure up. I think to myself how could this part be just as good and that is the tough part about making this game with all the great artists, musicians and minds working on this project. We want so badly for everything to come together.

Thanks,

-Tyrell and Whitney White
 

Trexrell44

Educated
Joined
Aug 1, 2014
Messages
37
Hey everyone, we have been pretty quiet over the last couple of weeks mostly because we are working towards a predetermined goal. We have been hammering at our demo for the last couple of weeks due to a stream that made us work twice as hard on our game due to some of the missteps that we saw within in it. The good thing is that we have a pretty good demo and we are going to distribute it to our backer beta testers soon.

Presentation

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We have had some pretty solid work done by Ricky over that time. He has been working on some of the character intros as well as the world map and hopefully we'll see the complete versions soon. He has already done an excellent job as always

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Battle System Status

We have just a few more things to implement and test with our battle system, although it is almost ready to distribute and test for our backers we still have much more that we need to do as far as visuals and bug fixes.

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Frost Bite

We are pretty excited about the combos and the combo finishers. They add some real variety and excitement in the battle system, enough to hold your attention. As you go further into the game you will be able to unlock, upgrade and perform more combos to help keep you engaged and having fun throughout your gameplay.

Interactive objects are something that is in the game but we have yet to implement it. This is something else that will add a little more depth and variety in our system. As we have been playing our current build we realize that this could be used to make boss battles a little more strategic and add some variety in the ways you can defeat your enemies.


- Thanks again, Tyrell and Whitney White
 

Trexrell44

Educated
Joined
Aug 1, 2014
Messages
37
Official 1st trailer. Featuring the voice of professional voice actor and voice of honest trailers, Jon Baily. Coming to Steam August 20th
 

Trexrell44

Educated
Joined
Aug 1, 2014
Messages
37
Scratch that last release date it goes live today :D

Hey everyone. I just released my first game. It is available on Steam RIGHT NOW!! Let us know what you think, leave a steam review. $5.99 on Steam.

http://store.steampowered.com/app/385190/

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