Tuesday, February 26, 2013

Selatria July 2012 Demo going offline March 1

Hey guys, the July 2012 version of the Selatria demo will be taken offline on Friday, March 1st.

We've gotten the feedback we were looking for in the past 8 months and a new updated demo version will be posted when the fundraising phase goes live!

For those that wanted to download it before it's taken offline temporarily and play the build you can download it here:

[Saved data from this version won't carry over to the updated demo or the retail release. Sorry!]

http://www.indiedb.com/games/selatria

 

Sunday, February 24, 2013

Awesome late-February is awesome.


This will be an interesting week for blogs. I haven't updated in a few days, but new developments are coming. I'm a FFXIV Legacy Member, so stuff I can't talk about will happen on ...that point.

We cast a new member for a voice acting role for Selatria at the studio, and some new artwork for Selatria will be shown in an upcoming Development Log later this week.

I'm still debating on whether or not to head north for GDC which is about a month from now. I'll save up and see how it is. I'd lose on precious development time when I could be staying here finishing up the needed pitch. Paying to go to GDC would also take me away from funds for an upcoming anime convention, which would have been good press for Selatria.

Bah, and you guys know how much I like anime conventions...



Anyway, I'll get it sorted out, hopefully! Until next post!


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Wednesday, February 20, 2013

PS4

I'm unsure about how I feel about the PlayStation 4. It can't play PS1-3 games directly. Hmm...

Needs more information. And games. That'll be the end of that for now.

Tuesday, February 19, 2013

Whim Independent Studios - Development Log #6

See also: Updated Selatria Credits (February 2013)

Hey all! Back with the sixth development log! Today was an extra work day of sorts at the studio. Getting internet set-up and configured, Paul passing out NDAs, preparing to mail back people their contracts, and getting ready for phase 2 of planning Selatria out. (Indiegogo pre-orders is Phase 3 and Kickstarter is Phase 4!)

Internet is set up! Now to get the computers all situated...

 Paul Vela (Mr. Fun) planning out financial information!

I mentioned it before, but unfortunately Selatria's fundraising pitch is going to be delayed. Likely until March. I want to make sure all of the assets are a go, and we have a strong pitch for funders to be confident in supporting us in our venture! 

That aside, I would like to say the game studio is coming along very well. A lot of my personal funds are going into making it work out, and from the progress we've been making since we've started setting up in December, I think it's really beginning to pay off.

Onto the projects, Selatria is making good pace. As always, we're a little behind on where we should be. But quality is better than speed, no?



 
Upcoming Selatria Battle System Improvements:



Here is some game footage with some of the upcoming visuals. I apologize for Moths that are using a color swap of the Bees, there will eventually be updated finalized art for those concepts. (See "New Concept Art" below!) 




You may notice that an ongoing glitch in the demo if you've played it is that if someone executes a team attack before their turn goes, the turn is skipped. Unfortunately, it's seen in the above demo as well when Mage casts "Bolt" and it's skipped when he chains with a Fire spell. I just fixed the issue and it'll be finalized where Mage casts "Bolt" to stun an enemy, Melanie can trigger a chain with "Fire Blade", and Mage will chain on top of "Fire Blade" with an additional "Fire" spell.

With the timing of Team Attacks, one can unleash a chain of attacks and spells to make the above battle end much quicker than it's presented. Do keep in mind that two of the four characters are fairly under-leveled in the footage.


Some future changes I would like to make to the battle system to also make it more interesting: I would like to make some adjustments to Team Attacks so that chaining will add EXP and damage bonuses, as well as show some special graphics when a chain is achieved. A multiplier, perhaps?



New Concept Art:

Here are some upcoming monster concepts.

The following monster concepts are by Erik Boismier, these will appear in the forest area above and replace some of the placeholders!




And here are some new monster concepts by Chris Guerrero, one of our newest artists in the team. You'll see these monsters come in on Chapter 3!





Invites to the Studio to test out Selatria:

I'll start asking those who are interested to stop by the studio and play through some of our projects and give feedback. There are plans on inviting from the most hardcore of gamers who will try to rip the game apart, to inviting people who have never played a game in their lives. The different perspectives are needed in order to determine if the game is too easy or too hard at the appropriate spots. More info to come on this in the future, though!


Updated Selatria Credits:

It's been a long time coming, and I apologize for not doing it earlier. This reflects the updated team as of, well, today. The voices on the demo are outdated, and unfortunately some left (or resigned from an active role) in the project because they couldn't commit time to it any longer, and had to be re-cast. The new voices will be reflected in an upcoming demo of the game that will be released simultaneously with our upcoming fundraising pitch.

Check out all of the wonderful people that caused this project to be a go!

Updated Selatria Credits

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And that's about it for this update. Until next time!



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Monday, February 18, 2013

Selatria Team Credits as of 2/18/2013

"Selatria" Copyright (c) 2011-2013 Whim Independent Studios, The Selatria Development Team, All Rights Reserved.


Producer/Director/Game Design and Concept:
Grover Wimberly IV


Co-Director/Talent Director and Casting:
Jabari Lewis-Smith


Game Concept/Design Team:
Grover Wimberly IV (Battle System Design, Cutscenes, Mapping, Animations)
Matthew Estrada (Battle System Design, Cutscenes, Mapping, Animations)
William Merriam III (Mapping)
Andreas Engh (Mapping)
Jonathan Dishaw (Ability Design, Game Balance)
Jabari Lewis-Smith
Airen Blakovich


Storyline/Plot Team:
Grover Wimberly IV (Original Concept, Scenario Design, Writer)
Airen Blakovich (Original Plot, Writer)
Jonathan Dishaw (Script Revision, Writer)
Vikki Ceballos (Number 016 Backstory)
William Merriam III (Sidequests)
Jonathan Flynn


Art Team:
Jonathan Flynn (Artist, Character Concept Art/Expressions, Coloring)
Erik Boismier (Enemy/Monster Concept Artist, Character Shadowing)
Cristobal Guerrero (Enemy/Monster Concept Artist)
Hannah Bottenberg (Character Designer/Concept Art, Sprite Artist)
Jennifer Gilliland (Character Concept Art, Environmental Art, User Interface Icons)
Gyreck (Sprite Artist, Status Effect Artist)
Derrick Frainee (Main Logo Design)



Music/Sound Team:
Luke Simpson (Composer)
Christopher Nuño (Composer)
Jabari Lewis-Smith (Composer)
Jonathan Dishaw (Composer)
Elijah Lucian (Composer)
Shadoe (Composer/Sound Editor)
Donald Brown (Sound Effects)


Voice Acting Cast:     

---Main Characters:
Mage                            - Michael Shaftman
Melanie                        - Vikki Ceballos
Luis                              - River Kanoff
Number 016                 - Kristyn Mass
Gobby                          - Jonathan Flynn
Narrator                       - Michelle Deco


---Antagonists:
Number 015                - Anthony Hintzen
Commander Shaw      - Jonathan Dishaw
Dakk'rian Emperor     - Elijah Lucian
Monsters                     - Michael Shaftman


---Side Characters:
Hat                            - Bowie Alexander
Talker                       - Bowie Alexander
Merchant                  - Neil Stucky
Guard(2)                  - Michelle Deco
Cannoneer               - Chase Johnson
Heiveir Chieftain    - Lindz Steindler
Resident                  - Gabe Webb
Dakk'rianSoldierB  - Gabe Webb
Dakk'rianSoldierC  - Michelle Deco
Doctor                     - Michelle Deco

Production Assistance:
Jabari Lewis-Smith (Casting, Studio Audio Equipment)
Paul Vela (Financial Advisor, Team Production)

In-House Scripters:
Grover Wimberly IV
Matthew Estrada

External Scripts Used:
Map Effect Pack - NoorXp
Modified Map Name Script - Falcao, edited by Grover Wimberly IV/Matthew Estrada
Modified Custom Menu Script - Grover Wimberly IV
Modified Battle Result Script - Woratana, edited by Grover Wimberly IV

Tankentai Battle Script -

Original Script by:  Enu
English Localization:  Kylock, Mr. Bubble, Shu
Contributors & Special Thanks: Shu, Moonlight, NightWalker, Enelvon, Atoa, AlphaWhelp, blackmorning, Mithran, Kaduki, Enu      

Front-View Tankentai Battle System Script Add-On- Grover Wimberly IV
UI Command Icon Script: Grover Wimberly IV
Bow Attack Add-On : Matthew Estrada


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Production - Special Thanks:

Juan Nevares

Sunday, February 17, 2013

Why I continue to watch Toonami.



Because of speeches like this. The shows are great, don't get me wrong. But it's the inspirational messages they put that really hit home. All of us have had moments where life just likes to give you unexpected snags, and they put an overarching message we can all relate to. It really lifts the mood and keeps me going.



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Thursday, February 14, 2013

Valentine's Day 2013


Another year! Another Valentine's Day! ...Single Awareness Day, something! I get to have a date with Uncle Sam and plan out tax information for Selatria. There goes all of my extra money! No, I'm kidding. Sort of... Do you realize how much it costs to get internet a month in a business area? That's highway robbery if you are ever put in such a position. Don't let their "costs" fool you. The setup fees are outrageous...

Where was I? Oh, yeah. Valentine's Day.

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So, for the past few years I've been in I would call it "deep appreciation" for this girl. I've known her since late-2010 or so, and she's been involved with several projects of mine.

I can honestly say I've never met a girl who is anything like her. She's very unique and does things based on how she is and how she wants to be rather than trying to meet some sort of expectation from others. And I truly think that is admirable. 

Everything from the way she talks and listens to others (You'd be surprised at how many people I talk to that just shrug off a conversation to "cool" and "nice"- it's very annoying and you think they don't even care), to the way she giggles cutely at jokes we make when we're working together, it's very genuine. I greatly admire that about her.


Last year's Valentine's Day, I left her an anonymous message hoping that she would never change who she is on the inside because there are people that really adore that in a person and would do anything to be with them. She responded saying that it was very sweet that someone would take the time to say that about her, and it's probably because no one has took the time to truly appreciate who she is. (Or was just too shy to.) 

Realistically speaking, if she knew that I was the one who said it, things would probably be awkward. We're just friends and I don't see that ever changing, and in all reality, I probably prefer it to be that way. I don't want to potentially ruin a healthy friendship. But you can't help but wish there were more people in the world who were just as special as she is.

I'm debating on writing her a new note for later today. I know she doesn't read this blog, and I assume it's vague enough that no one is going to have an idea of who I am talking about anyway. So she won't know it'll be from me. We'll see!

And before anyone jumps on the "just tell her in-person" bandwagon: That's just who I am. My joy every Valentine's Day comes from being able to see the ones you care about and appreciate be happy. I am a behind-the-scenes kind of guy. I am happy if the people I like and associate myself with are also happy just by knowing there is someone out there who accepts them for who they are. That's what everyone wants, right? :)

Obligatory song for 2013. Last year was "Something About You" by Level 42. This year, I am picking a video game theme. I think it fits. It's a sweet song called "Pulifia Flowers" from one of my favorite games.





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