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Caz

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Caz last won the day on September 13

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    Jarred
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    Male
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    memescape
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    Calling the police to protect me from Posty

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  1. ~ Excerpts from Patreon ~ ~ Urban Smoke and Nature's Bliss ~ Hey everyone, long time no see. It's that time of the month again where I jumble together a number of items we've worked on, and try to find a theme that links everything together. It's certainly a reach to call that process a success this month, but it's the thought that counts. Today, I'll briefly discuss our inner workings in a number of locations, including Cellia East and some... well, areas we've decided to leave unnamed. - A snippet of one of Ruby's masterpieces that will appear in-game. - To begin with, let's take a step back to see how the greenery has been growing: Old Content #################### | Map Updates (80%) #################### | Script Updates (55%) #################### | Misc (65%) -------------------------------------------------- #################### | Total (67%) New Content: #################### | Story (65%) #################### | Mapping (90%) #################### | Scripting (55%) #################### | Sidequests (75%) -------------------------------------------------- #################### | Total (71%) Yup, it's getting there. Bear in mind that these parameters are educated guesses more than anything. Anyway, now onto the actual update. Big Smoke and Blinding Lights Work continues on the bright lights of Cellia East. Only now, the end is actually within sight. Frankly, it's very comforting to actually see that nightlife coming together exactly as intended. It's been a long time coming, but it's definitely getting there. Thanks for hanging in there, you must be... The last few bits and pieces in Cellia East includes completing and tidying up some sidequests, and finishing the eventing processes within the Prison. These are all areas that have been previously revealed. After that, we can finally say with certainty that we're proud of the overall package that we call "Cellia", which is an exciting prospect. There's also a lot of balancing that still needs to go in within this area, including battles, item placement, quest rewards etc. It's the largest city area that has been created for the game thus far, so there's a lot of tweaks that need to be done for us to avoid things going awry at launch. A final reason as to why Cellia East has taken so long is one that I have iterated many times before. This district is my first real attempt to nail the world outside of the main story. Not just NPC's, but characters within sidequests, and the stories they have to tell. I want to make sure that every story is interesting within itself. This is something that I'm dedicated to, in order to reduce filler, and increase the amount of interesting and thought-provoking plotlines to explore. A Breath of Fresh Air Some of you may recall that we actually ventured outside of the dark and catastrophic atmospheres of Cellia and the Dreamscape in a past update. Well, we figured that it's been long enough since we broadened our horizons, and decided to share that with you. Obviously, it's clear that we've kept everything outside of Cellia and the Dreamscape pretty carefully under wraps, and we'll continue to do the same... at least for a little longer. But... there's definitely room here for at least a couple of screenshots. Yeah... your eyes aren't deceiving you. There's actually a world outside of the city! Firstly, you'll immediately note that the general aesthetic of this area is pretty unique, especially compared to past areas. This is because the talents of Crim, both from a graphical and mapping perspective (with help from everyone's favorite post-man, Posty), have allowed this entire section of the game become a unique area with its own personal feeling. I'm really proud of the work they've done on this, and following, areas. I can't beat around the bush - there's still lots to do. From the main story, to side quests, to general world-building... it's a lot. However, I feel like I can express some genuine happiness in saying that the end is actually within sight. There is an endpoint, and I feel as though we are no longer lost within a swamp of dev tasks. I find that pretty exciting, and I hope you do too. That'll be all for now, folks. Cheers for sticking with me! Till next time, Caz
  2. ~ Excerpts from Patreon ~ ~ New Frontiers ~ It somehow feels like forever since I last posted on this blog, even though it's just been a month. It's been a busy time, both in the deso dev-verse (expanded universe with myself, Posty, Ruby and Crim coming soon) and just general life. I'm in the last half-year of my medical degree, so times have been pretty hectic. Regardless, I'm here to bless you with content, not my life story (which is much less interesting. Here's another wee update into our inner workings! It's a pretty short wee update, so I may as well just get into it and not mess around. To begin with, lemme drop some bars real quick: Old Content #################### | Map Updates (75%) #################### | Script Updates (50%) #################### | Misc (60%) -------------------------------------------------- #################### | Total (62%) New Content: #################### | Story (60%) #################### | Mapping (80%) #################### | Scripting (55%) #################### | Sidequests (65%) -------------------------------------------------- #################### | Total (65%) Anyway, now onto the actual update. Moving onward and upwards To start with, I'll keep it straight - the Dreamscape has been 100% completed, which makes me pretty happy. The Dreamscape was a huge undertaking this time around, and I really think that it's paid off to continue in that direction. I'm much happier with the sidequests, the exploration, and the continuing lore that's developing there. Now, it's time to focus on new (and some old) frontiers. This month I'll be focusing my efforts on the cityscapes we will be exploring, expanding the outer districts of Cellia, and giving them the background they deserve. I'm working my hardest to make these areas as vibrant and full of character as I can. I don't have too much more to expand upon in my explanation of the Dreamscape - only that there's far more optional and explorative content than there's ever been before. Make sure you have a look around and talk to the locals! - A WIP version of one of Ruby's in-game artworks - Ryding into the sunset With the redesign to the Rangers Guild (discussed in last month's update), we decided to keep up the tradition by giving some love to a character that... kind of just accidentally stumbled into existence. Yeah, I mean Ryder. In fact, here's his new look. Don't be too judgmental - some of us believe in form over function: Yes, he has bright pink slippers. Okay, so when I created Ryder, he was more of just a character to introduce a story arc rather than anything else. He had no purpose, and almost all of his dialogue was contrived memery at best. But... something happened. I enjoyed writing his character and his dialogue far more than I should have. Furthermore, the general audience really seemed to enjoy him. So... plans changed. Reality can be whatever I want. I rewrote things just a bit to make an allowance for this wonderful gentleman to make his return. Whether you like Ryder or not, he and his pink slippers are here to stay :) A word from the balancing trenches To finish things off, here is a brief message from Crim and Posty, hot from the game-balance trenches: ---------------------------------------------------------------------------------------------------- Hi everyone! Crim and Posty here. As you might know, we’ll be adding Gen 8 in Episode 6! As a result, the both of us have been going back through the old encounter tables and adding some Gen 8 mons into the encounter tables to spice things up— trying to keep both balances, thematics, and fun events in mind when rebalancing and reworking some of the encounter tables. Not all Gen 8 mons will be available in Episode 6 to start with, of course! We’ve also been trying to keep in mind the current balance and mons that are overused or a bit too good / slightly unbalanced for where they are currently in the game. We want to keep the episode a fun and diverse experience, yet preserve some of the challenge within the game as well! You might even see some new mons in the starter selection as well! We’ve also been thinking about reworking and adding Gen 8 as appropriate into battles, too— again, not every trainer will have a mon from Gen 8, but if we think there’s room for a bit of balancing for the fight (stares directly at Aderyn) or if their team needs a bit of a rework otherwise we’ve been addressing those issues as well! If there’s any feedback you have about anything relating to balance or encounter tables, or anything of the sort, feel free to let us know as well! We hope you enjoy the revised tables and battles and that they provide for an improved and updated experience in Episode 6! ---------------------------------------------------------------------------------------------------- And that'll about round things up for now. Once again, cheers for sticking with us! Can't wait for y'all to see what we have in store. Next month, there'll be loads of screenshots of the goss' in Cellia East. Get ready for that! Until then, Caz
  3. ~ Excerpts from Patreon ~ ~ Old Times ~ It is now July... which makes this a pretty important month for us in the ol' dev team. In fact, this month celebrates one year since we put our hearts on our sleeves and revived Desolation by dropping Episode 5. Boy, time has really flown. We feel extremely privileged to have received such incredible support from everyone since the initial release, and during this long development period. Honestly, thank you guys so much! On the theme of reflecting on the old times, I thought I'd spend a bit of this update looking back on some old locations and people... and how we've modernized them just a bit. The New Let's begin with some new stuff. Well, work continues on the eventing side of the Dreamscape's new area, the Waterscape. It's much larger than the Dreamscape we are used to in E5 and full of new stories to hear... and secrets to unfold. As was the goal for the original Dreamscape - exploration outside of the main course is paramount and will be greatly rewarded. Besides, there's nothing like helping some folks in need, or spending some time to prove that you're the best, I guess. You won't travel to every area in the Dreamscape in the new Episode of Desolation, so make sure that you take some time to have a look around... it might help you out later! This part of development is taking a long time, as it is much less linear than most other areas we are used to, meaning there are a lot more gaps to fill - I want this area to feel like it's full of content, rather than just empty space - every corner should be well-utilized! In conclusion, it's an experiment that I still want to realize to its maximum potential. In my mind, the Dreamscape is a mostly open-world experience, and Ayrith is pretty linear, and E6 will mostly reflect this. Moving quickly on... The Old(?) I query whether this is actually 'old' content... because it isn't really. We've done a bit of overhaul work recently on the majority of the outdoor maps on Amaria Island, just to help bring them to the polish of newer locations such as Cellia East. It's come along rather nicely. This one just reflects some changes to trees, a new sand tile, and some better transitioning between the grass and the sand. This one is more comprehensive, featuring increased detail, some new tiles, and an overhaul of the existing trees. This one just has some logs lol. Yes, a bridge exists here but events don't appear on the view I used to get these screenshots. Don't harass me for this error pls xo But for real, it's nice to see some of these areas look just a wee bit sharper. Speaking of old stuff looking sharper... this brings us to the fun part of this update... an update to the Rangers! Ruby has gone ham once again and redesigned the existing Rangers that you may remember from early Rangers quests. With their increased future importance, it felt fair to give them more familiar faces going forward. For now, I'll simply share with you the concept sketches that Ruby created: The three characters (from left to right) are Myrtle, Dan, and Lucas. I'm as excited to see them in-game as I hope you are! Again, I'm very excited to see these characters feature in the E6 update, and feel just a bit more alive. Anyway - that concludes the update for today. In a general sense, development is going well, and I'm extremely happy with our current progress. We're getting there, and we're proud of what we're creating. It's a fun ride! Again, thanks for the support from everyone here. I can't believe it's already been one year since we came back - here's to many more! Until next time, Caz
  4. Hey Caz :)

    Hope I'm not bothering you too much, but I just checked out the development thread and if I may offer a bit of a very nitpicky critic:
    The beds in the prison look a bit too nice to be prison beds. Don't know how hard it is to redesign them, but it just looks a little out of place. 

    Again, hope I'm not being rude... The fact that that's what I'm complaining about shows how good your game actually is (it counts as one of the big 3 for a reason😉).

    Have an awesome day 😃

  5. Excuse me, but can you help me with my Desolation file

    After the game froze for a second I restarted it and now whenever I open it this keeps popping up

    Pls help 😭

    problem.thumb.png.4cb14bb28e0ab290399b2788296cd1ac.png

    Game.rxdata

    1. Show previous comments  1 more
    2. Wolfric

      Wolfric

      Can you tell me how to do it 

      I tried a few times but it keeps popping up so I might be doing it wrong

    3. Caz

      Caz

      Just rename one of your backup saves game.rxdata and replace the one that you've sent me

    4. Wolfric

      Wolfric

      Yes its working again

      Thank you very much

  6. ~ Excerpts from Patreon ~ ~ Third Act ~ Hey everyone! Just thought I'd check in with you all in a super quick update. There's not much spoiler-free stuff to report on today, so I'll keep it super brief. To start with, here's this little graphic that gives everyone a bit of reassurance that things are ticking along... Old Content #################### | Map Updates (70%) #################### | Script Updates (50%) #################### | Misc (50%) -------------------------------------------------- #################### | Total (57%) New Content: #################### | Story (55%) #################### | Mapping (70%) #################### | Scripting (50%) #################### | Sidequests (50%) -------------------------------------------------- #################### | Total (56%) Eventually this thing will be finished up. Otherwise, things are coming along slowly, but definitely getting there. In the meantime, here's a wee snippet of something Ruby has been working on: Okay, this one is pretty fun. I recently played through Crisis Core: FFVII and noticed that they concluded significant events in a really cool way - using a stylized snippet from the previous events that really help you reflect on everything that's just happened. I thought this would be an excellent feature, and with Ruby's skill and our own self-moderation, we planned exactly how this would play out in-game. Each 'Act' in the game is actually very long, and there are only a total of three Act screens thus far. For example, the first act begins after the events on the boat, and is only completed after the events that transpire shortly after Emily is defeated. These screens, therefore, signify a short segment to sit back and reflect when truly story-altering events have just occurred. We've had a lot of fun with these, and I'm sure you will too. As it stands, I'd say that Ruby is about 75% done with these (although this is completely a guess as, surprisingly, Ruby and I are not the same people), so there's definitely some cause for excitement. Again, show her some love - it's so cool for me to see these characters bought to life in such a dynamic way, and it's one of the things that really gets me motivated. Here are some maps that Posty has worked on recently from the prison area, just to illustrate some of his work. They're a WIP, and will have some additions soon: Anyway, that's it for today! Apologies that it's a bit of a short update. I've been working heavily on story, which I try to keep pretty separate from these updates. Thanks for stopping by, we'll be back soon! Caz
  7. Everyone else has tracked down all the tracks except Feeling - Beauty. I did modify some of them to fit a bit better. As for Feeling - Beauty in 5.1 and before, I'm actually not certain of the source. I believe it was from Alex Roe (RoeTaka), but I can't be certain. For that same reason, this track is one of many that has been replaced for Episode 6.
  8. ~ Excerpts from Patreon ~ ~ Starting your Quest... ~ Hey Reborn! New month, new update! So let's cut to chase and talk about what's new. Spoiler alert - there's some cool stuff in this one. This month's update is particularly important, as we have taken a broader look at things that we have needed to improve from both a UI and RPG perspective in order to make the game run more seamlessly. Two major ways we've decided to increase accessibility to the game's RPG elements is through character selection and an in-game quest log - both of which being completed features that are ready to go for Episode 6! So, let's dive in... ~ Ruby's WIP of Hardy, after he becomes a lieutenant of the Black Foxes ~ Character Selection ~ To kick things off, I had best talk about how we have altered character selection and the role of gender. From E6 onwards, your character look and gender will be completely separate variables. Initially, we settled on having two new non-binary protagonists, which were unveiled by Ruby some time ago. However, it seemed obvious later on to completely separate these altogether. You can now, for example, select your gender as 'female' or 'non-binary' and continue to select Chad or Diego as your character model. To celebrate the full extent of these changes, we have decided to completely overhaul the character selection menu at the beginning of the game. Let's see what Ruby's been up to: After introducing yourself to Rosetta, you will be brought to this elegant menu in which you can choose your starting character - be it Daniela, Sienna, Robin, Chad, Diego, or Avery. If these profiles aren't enough for you to make a decision, you can feel free to select one of these characters and bring up a secondary menu (shown in Patreon only just for now). From these selections, you can see your transition sprite, trainer sprite, and overworld sprite. Ruby has made a great stylized template for all six characters. If you feel like you'd like to change characters later on, this remains a feature in Cellia Central. For those of you who are worried about the selection of your gender in your E5 save - the game will ask you to clarify your gender when you begin E6 content. There's more to characters in E6 - including features that we are keeping closer to the chest for now. It's an exciting time to be working on the game, that's for sure. ~ Quest Log ~ Oh boy, it's happening. One of the most HEAVILY requested features in Desolation has been to implement a Quest Log for the game that informs the player of what they have done, and where they need to go next. I put this off the longest period of time, mostly due to my own technical limitations - however, we were 100% saved by one member of the Reborn community - Yumil. Yumil has been working on the Quest Log for some time, alongside his other fan-game additions, so we would like to give him a massive shout-out from us for pioneering this component of the game and getting it to work so well. Feel free to send a thank-you his way for the effort he has put into this. That aside, let's get into what he has created... Firstly, the menu can be accessed in the PokeGear, as shown here: At first glance, the menu doesn't really show much of anything - as undiscovered quests will appear as '???' until they are discovered later on. When you are exploring the in-game world, you will interact with NPC's and other characters that will trigger quests to be started. Once a quest is started, or an objective is complete, you will be prompted with this update: After you are prompted, you can access the Quest Log to see your newly discovered quest... When you access this newly discovered quest, you will be met with your completed objectives, and the next objective you need to complete, as prompted by the quest-giving NPC you previously interacted with: Orange represents an incomplete quest or objective, and green represents a completed quest or objective. For better representation of this, this is what a completed quest looks like: When a quest is completed, it is shifted to the bottom of the Quest Log and marked "DONE": So yeah - that basically explains it. It was originally intended to exclusively track side-quests, but as we developed it further it was clear that it could be certainly used for main quests as well. As such, the side-quest and main-quest tab has been separated and can be switched between. Finally, we've also decided to have a bit of in-game fun with the quest log... you'll certainly find out how so soon enough! Again, massive shoutout to Yumil for all the work he has put into this feature. We wouldn't have been able to bring in this awesome feature without him. It's been super fun writing and implement the main quests for this game (although I'm not sure how much fun Posty has had to do the same with the side quests). Also a wee shout-out for Ruby and Crim who worked on many of the sidequest names. This pretty much wraps up our content for this month. I've been working on the story on the side, of course, but for obvious reasons, I am keeping that in-house for the moment. Cheers for the support everyone, let's keep this going! xoxo Caz
  9. ~ Excerpts from Patreon ~ ~ Justice is Served ~ Hey Reborn, it's been a good ol' month, so we are BACK at it. I hope everyone enjoyed the stream we conducted over on the Reborn server some time ago - we had a load of fun with that. We've also just had a load of fun in general on development for this month, so without further ado... let's get started! As the developers, we've really been doing the time this month when it comes to bringing this game to life just a tad more. So, to repay you, the fans, we thought you'd do the time too... in prison. Episode 6 drops you into the midst of Cellia East, a sprawling developmental marvel of Cellia that features the best the city has to offer... but not everything is perfect on that side of town, as it also features two other locations that are somewhat less welcoming - the Cellia Dockside and Cellia Outskirts. These locations serve to temper out Cellia East the slightest bit and let you know that the foundation of every beautiful location in this game has, at its core, a sinister undertone. The Foxes? Team Crescent? Or more? For now, it's hard to say what's unfolding on this side of town. Whatever the case, something in this town is not as it seems... It might feel like Cellia East keeps increasing in scale to the point where it'd be the largest city content drop of any episode... and that feeling would be right. Cellia East is doubtlessly the most ambitious cityscape that I've built, and seeing everything fit together so well is truly satisfying. Within the heart of the Cellia Outskirts, you'll find the Cellia Prison. How, or why, you end up here... is up for debate. Whatever the case, it looks like when Episode 6 drops, we'll all be doing some time here. It's not so bad, really. For now, that's it from me. Cheers again for the support, and we'll be in touch soon! Caz
  10. ezgif-7-b6bb9c3bc40f.gif

    1. Evi Crystal
    2. Ravi Kabir

      Ravi Kabir

      Can't wait for ep 6!!!

    3. Aegif

      Aegif

      Why no "find Jarred" :'(

  11. ~ Excerpts from Patreon ~ ~ March Madness (because there's no theme) ~ So... this content update that has no theme or correlation, how exciting! I have been hard at work on Desolation's main story, which continues to go smoothly. However, this unfortunately means that I have less to show off than the usual update. Desolation's story is the heart of the game, and its twists and turns are best experienced for the first time by you, the players. Although... that doesn't mean I don't have things to show you! ~ A new location ~ The team has been throwing some tiles together to a new location that you will explore at some point in Episode 6, and I just wanted to showcase some of the tiles Ruby and Crim have worked on... I wonder what kind of area this might be? Bear in mind that this isn't actually an in-game map, but more of a testing area where Posty was trying out some of Ruby and Crim's tiles. You might notice that the statue is a bit out of place in this area... and you'd be right. Don't worry, I've shifted it. These were a really nice touch in making Cellia East look just the slightest bit sharper. I also thought I'd throw in a wee screenshot from one of the nightclub's back areas as well, just for good measure. Once again, there's a ton of new areas to explore in Cellia East and beyond, whether you like the city, or the great outdoors. We have chosen not to share every little location with you, as I'm super excited to see what you guys think when you experience them firsthand... ~ Character Updates ~ Ruby has also done a ton of updating to the sprites of characters that we already know and love. There are a couple of new faces in Episode 6, but we will refrain from introducing them until later... for now, here are some updated familiar faces: As you can see, Connor's face has had a complete redesign (again), and Lilith's outfit had a complete overhaul, as Ruby values authenticity quite a bit. It's safe to say that these turned out pretty well. In terms of content for this month... the rest is obscured in spoiler territory, I'm afraid. There'll be some more things to show off in the near future, but for now, I'll just have to leave it there. To finish, here is some unreleased concept art of a particular Mega evolution that you have already seen, as designed by Ruby. She's super fantastic when it comes to this kind of art, and I'm very excited for you all to see what new forms she has come up with... Hint: There's definitely more than one ;) Until next time! Caz
  12. ~ Excerpts from Patreon ~ ~ Clubs, Corporations, and Corruption ~ It's been a long time since I posted a substantial update on this development blog, so I thought it was time to get everyone here up to speed, and make sure you hadn't completely forgotten about me. Firstly, wow - it's 2021, and I haven't even made a post yet. Although this is late, I really hope everyone had a fantastic holiday season, and that 2021 shapes out to be better than 2020. While 2020 wasn't a great year for most, it was a big year for Desolation - we launched Episode 5, which featured huge upgrades graphically and mechanically, as well as the continuation of the story you know and love. I also got to publicly celebrate bringing Posty, Ruby, and Crim into the team and the future of this project. In 2021, we really hope we can share with you how we've continued to grow this game, and we're really excited for you to try it. Now... I may as well get started... with some percentages, I guess. Pokemon Desolation Episode 6 Development Progress Old Content #################### | Map Updates (45%) #################### | Script Updates (30%) #################### | Misc (25%) -------------------------------------------------- #################### | Total (33%) New Content: #################### | Story (40%) #################### | Mapping (55%) #################### | Scripting (40%) #################### | Sidequests (40%) -------------------------------------------------- #################### | Total (44%) I never really updated these bars, so I thought it might be good to get some grey out of the picture. Development is going about as smoothly as I could hope, all things considered, and we've made some great progress recently. Our personal release window still hasn't changed (I mean, it's ready when it's ready hehe ;]), which is all I can really hope for. I won't blabber on about that stuff, because I'm sure you guys just want to see some screenshots, art, and features... so let's move on, shall we? Aurora WIP by Ruby I'll kick things off with a quick look at one of the most important pillars of Cellia East... its sprawling nightlife. ~ Clubs ~ The holiday seasons has passed, but there's no shame in getting your groove on! The renowned nightlife of Cellia East comes in all shapes and forms, and if you want to party, there's no better place to do so than at Bar 101, Cellia East's exclusive nightclub. Don't let that deter you, though... there's other places you can party in Cellia... The nightclub is a great place to show off some moves, or even see some other characters pull some stunts, but it's also more than that. The nightclub acts as a hub where you can interact with some of the other characters of Desolation in a more informal setting. After all, the characters we all love need to loosen up eventually. Be it at the bar, in the VIP areas, or on the dancefloor... there's always someone to hang out with. You might fight yourself at the club quite frequently in the coming episode... ~ Corporations and Corruption ~ Cellia East, and the wider Cellia, is mostly looked after by the Cellia Council, located in Cellia East. This is an assortment of legal, structural, and research teams that look to improve the lives of those who live in Cellia. However, it's increasingly difficult to look after these citizens in the wake of the economic crisis left by the Foxes, particularly on the rebuilding Cellia North. The council itself has fallen on particularly tough times, and its ability to fund initiatives within the city has been cut short. This particularly harms the Research and Development Team... who may have to resort to other means to get the money they need for their research... Which is of course, a situation you might find yourself caught up in. Do remember... you don't always have to do the right thing, at least not in Cellia East. ~ Looking back ~ In developing this future content, there's nothing wrong with looking back at what you've done, and figuring out exactly where to improve things. For Desolation, there's some obvious points. For now, I wanted to share with you an update on the cruise ship that was meant to take you to Cellia in the first place. It is no secret that the graphical elements of this entire sequence were pretty outdated, which is why we've put a lot of effort into remaking this entire area from scratch, so players can feel the work our artists have put into the game from the get-go, instead of waiting for newer episode content. Here's a sneak peek: I've got to admit, even as a WIP it's a massive improvement to what things looked like before. Maybe you could even go for a swim. There's a lot of interior work going on as well, although I'm under specific instruction from Posty (who is pioneering the remake of the boat maps) to leave more of that for later. Anyway, I'm sure you get the idea. We're aiming for a massive upgrade of this area overall, to back up upgrades to other earlier areas, like the Keneph Beach. We're really looking forward to you guys playing through these areas! ------------------------ To wrap up - this is just a little peek at what's to come. I've been working on a ton of spoiler-ridden story content lately, which has made updates require a little more... savvy. As I develop these new areas and ideas, I really want to expand them to a point where they really fit into the world of Cellia East. It's a lengthy process, but I'm just so incredibly excited about Cellia East that I want it to be perfect. There's a lot of different beats that are being worked on simultaneously. It's no secret at this point that Episode 6 is the largest undertaking we've had, and it's an enormous amount of work. However, it isn't insurmountable, and I'm excited about where things are heading. This year is going to be Desolation's biggest, and we can't wait for everyone to see what's next! Cheers Caz Note: The majority of this content is from Patreon - if you'd really like to support us and what we do, you can do so there <3
  13. Big update on Desolation e6 coming in less than a week.

     

    Stay tuned!

    1. Show previous comments  8 more
    2. inktalegaster

      inktalegaster

      thank you for goodnews in these trying time

    3. Mindlack

      Mindlack

      Plot twist: the existence of E5 was a lockdown-induced dream all along. 

    4. BRS swag

      BRS swag

      Yay. It's here. Time for a new playthrough. 

  14. I didn't really base Shiv off anyone - which is pretty obvious from his earlier models oops. His re-design later on did yoink that jacket thoooo While Connor's original design from an art perspective was essentially budget Fern, his actual character isn't based off Fern. The character, being one of the first I made, is based off what I wanted the mainstream Pokemon games to have as a rival - someone who comes off as rude, competitive, and oftentimes downright mean, but also actually has a heart.
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