Jump to content

Zumi

Veterans
  • Posts

    2436
  • Joined

  • Last visited

  • Days Won

    288

 Content Type 

Profiles

Forums

Events

Reborn Development Blog

Rejuvenation Development Blog

Desolation Dev Blog

Everything posted by Zumi

  1. So at this point, it's probably not that big of a secret that 13.5 is turning out to be about as substantial as a whole ass version. Sure, it's no V13 tier of copious amounts content mind you, but still plenty substantial in both content that's being added and content that's being updated as well. And with old content being updated comes the tradition of the per-version session where I go absolutely fucking off the shits with cleaning up the sprites because I've come to realize that stuff does not look as good as they could be. It's a fun time! And there's more updates to sprites to come, but I figured I'd show off some of the stuff that's been cleaned up during the first day I sat down and worked on a bunch of the sprites. thank you github fork for making the comparisons far easier to show off because of the old/new comparison display. god bless Starting off with Keta, as I've previewed one of the sprites before on twitter! His sprites were in need of cleanup on several fronts. The first one needed a correction on the hair to be less round and more accurate to his official art, as well as the torso needing to be angled a bit better. He also actually has a neck in the sprite now LMAO As for his bad future attire, the sprite as a whole just seemed entirely inaccurate to what his other sprite looks like, so it's more drastic of a makeover. in crim's words, and frankly, i think that's an accurate assessment. He's also taller and like with his other sprite, his hair has been resprited to be more accurate as well! As a whole, it looks more appropriate for him. nice Next up, Ren! Specifically, his outcast sprites. Nothing too special going on here, just minor cleanup on his coat with the hood up and his face in the second sprite where the hood's down, as it lacked additional shading. Also, the lighting is consistent in the first sprite now!! which it wasn't on the hood!!!! and it was BOTHERING ME TO NO END. so i fixed it. yaaaay Next up is Agent C(rawli)! as you can see, he is fucking MINISCULE in the old sprite. Which isn't entirely inexplicable, because he was a child in earlier iterations of Rejuv. That's a remnant of the past though, and nowadays he's an adult and taller at that so I fixed his sprite to be taller and properly reflect those changes. Erick is next! Both his battle sprite and his vs portrait were rather dated compared to the other sprites. A lot of the detailing felt messy, as well as his face being very round in his portrait compared to his official art, so I elongated it a bit! The horns also look more defined and the sleeves and shirt have slightly cleaner shading. Colors are also accurate across the board now! Next up, Neon & Magenta. Like Erick, these sprites have barely gotten touched at all since they were first made, so I felt after V13 now's as good of a time as any to clean up these sprites. The masks look more accurate to the Puppet Master's overall design, and the colors of the sleeves match the official art now as well. Also the shoes look like actual jester's shoes now!! Honestly for me it also took a little while to get used to the mask looking different, but it deffo looks better regardless. Next up, everyone's beloved *cough* sky grandpa, Souta. His sprite has always been a bit of an awkward one, what with the pose being tilted and the robes being rather detailed. This sprite kinda become more of a rework rather than a simple cleanup, and the difference is pretty palpable if I say so myself. It also includes the change in his staff's design which i still need to fix on the official art for both him and eldest, but w/e as well as a general reshade of the robe to have more accurate lighting and colors. i still hate spriting that robe, by the way. it has no right to give me as much trouble as it does ANYWAYS.......... Next up is Ryland! So while his first sprite actually goes unused as of right now, I wanted the cape to be more dynamic. This was in order to match the second sprite's rework, as I fixed the shadows colors to be less... blue? purple-ish??? it shifted very much towards blue on the color wheel, too much to actually look good, so now it's a bit less saturated. The second sprite I actually made from scratch during V12's dev cycle, but ever since later on in V13's dev cycle, that sprite has started to bother me with how much it stands out proportionally compared to other sprites. It didn't feel right, so I felt a rework was in order for 13.5, and the result you can see here! I like this version a lotttttttt better, feels more dynamic imo Next up, Nim! It's really just her vs portrait that needed a cleanup. Her face felt very small in comparison to the rest of the sprite, as well as the hand feeling too big, so I fixed both alongside with the hair being more clean looking and not as overly detailed! It's the same thing Erick's sprite suffered from, which is the result of a sprite becoming dated over time compared to my current spriting style. And last but not least, Melia. Her first sprite just got some overall cleanup to make her pose feel less static, as well as her hair color being accurate to the other sprites now as well since I hadn't fixed that yet! For the second sprite, I made her taller because this sprite always has felt kinda small compared to the other ones she has. It still feels like she looks small in it, but she's also bent forward slightly so it's like............................. whatever Though the biggest thing that's changed is this third sprite; her outfit that she wears on Terajuma. Along with V13.5's changes comes the total overhaul of Terajuma, and along with it comes an outfit change for Melia. We've felt like her current outfit for Terajuma doesn't really fit her that well, especially compared to her other outfits later on in the game, so it got a redesign, along with a change to the official art to match! I won't quite be uploading the full sized version of the art to the sta.sh archive yet (I'm writing this post on a small amount of time LMAO), but I will later. That's all for now though! I hope people find it interesting to see the before and afters as per usual, hehe I'll maybe do another one of these a bit further into development, depends on how much else I end up doing. I do have another post I'll have up in a couple of weeks, but that's in regards to the survey we held, so it won't be about the graphics. So for now this is all you'll be getting! see y'all later o7
  2. do i gotta point out that these changes are preliminary. apparently i do so here's a thing i put in rejupdates channel on the reborn evo discord after some discussion that occurred in rejuv gen the day this post came out I get that people are upset that it's looking like we're toning down the difficulty, because................. yes that's kind of what we're doing. HOWEVER, easier =/= bad. It's because for the overall QOL of the game it'll be infinitely better if the difficulty curve isn't as fucked up as it is right now. For people who want the game to remain challenging, hopefully the passwords we'll likely be adding in will help with micromanaging difficulty better and make it so that people can still enjoy getting pulped by every fight if they want that. I want to make something VERY clear though before people get up in arms in that we're ruining the experience for some. You know who gets the most shit thrown at them if the game doesn't feel fun to play through because people complain about the difficulty being unfair at many points? It's Jan. (which y'all shouldn't be doing btw because that's fucked up. stop harassing devs over things that REALLY do not matter that much but which you don't agree with. thanks) He also has told us in the dev server that he doesn't even like testing his own game anymore because the battles feel like a hassle to get through. And as he mentioned in the post where he announced Intense is getting discontinued, if Jan stops having fun, Jan stops working on the game. The vanilla experience NEEDS WORK. And that's what we're trying to do. Besides, it's not like Normal mode is getting COMPLETELY reworked like Casual/Story mode is, the latter is what truly will be the easier experience if people just wanna go through the game for the story. Normal will still keep challenge to it! It just needs adjustments in a lot of places in order to not have people get completely walled as often in the vanilla experience as they do now. The survey results post will go into further detail, but the explanation for the boss bars being removed is because according to our current survey results, more often than not people struggle on the fights that use boss shields, especially from Chapter 8 onwards. We understand that the boss bars are great from a narrative perspective because of the visual impact it has, hell it's literally the main reason why we decided to put those in in the first place—but in the mechanic's current state it's not fun to go against for several reasons and adding those in essentially did not pan out as we hoped for. This is not only a sentiment shared by a lot of people who filled in the survey, it's also something most of us on the dev team agree on. If it's any consolation for those who REALLY do not want them to be gone—and this is literally a development that started yesterday, so we don't have anything concrete yet don't YELL at me—we're currently looking into possible alternatives for the ways shields function, as these are the main reason why the battles don't feel fun as of right now. If we find something that works as a better middle ground that makes the shields less of a pain in the ass to deal, hopefully we can use that instead. But if we cannot find a solution that doesn't feel jank to go up against, we'll stick with our current decision to remove them entirely from main story fights and find a different approach to make boss battles stand out altogether. Please, have a bit of faith in us. We're doing our best to make the game a good experience for as many people as possible. I know it's impossible to please EVERYONE, but please also try to understand that Pokémon is literal ass to balance in such a way that everyone is pleased, especially with such a diverse and huge playerbase. We're trying to keep options open.
  3. See, this is a comment I will never understand-- How come you feel forced to use D-bond? The choice to do so is entirely up to the player because you could as easily just choose to not carry a mon on you with a cheese move, it's not something we as the devs obligate people to do or use. You can make a fight as easy or challenging as you want yourself, we're simply leaving the choice open for people if they don't want to spend a ton of time to beat a fight.
  4. Hi friends, wanted to chip in on the discussion about boss bars and explain that while yes, for more experienced players they feel like less of a roadblock and more like "a slightly bigger hurdle than usual", for new players they can straight up be run killers. I've seen several people grow frustrated and quit the game because they couldn't get past certain fights, and without giving too much away about survey results (as I want to cover some more stuff about balancing in a later post) we've seen the numbers that people struggle more often on fights with boss hp bars than not, so please also understand as of why we've come to this initial conclusion. If passwords are being added, you'll likely can micromanage the difficulty yourself and make things harder again if you want. Things are still subject to change, like Jan said! But we're trying to look at things from the perspective of less experienced/new players too, and make the experience more smooth overall so people don't have to get walled at every turn.
  5. bless y'all and thank you for the hard work over the years!!
  6. Yes, Terajuma, Darchlight & GDC got major overhauls in terms of both visuals and story flow.
  7. Everything will be temporarily be inaccessible, including the club, download pages and other links. You can still access downloads and other additional stuff through our own site, though!
  8. ...Because really, I should've done these for base V13. One of them I should've done even before that!!!!!! truly, my brain is a puddle of grey mush that barely functions, but oh well. I'm making amends right now!! Without further ado because I'm sure people are here for the artwork and not my incessant rambling, here are your characters with fancy new artwork! Cera, Erin in her Demoness outfit, Amber in her Ch15 outfit, Xara and Jean! ...Would it surprise if I told you that there's even more art on the way? Probably not. Because uhhhh I have *looks at notes with shitty smudged handwriting* a grand total of 19 pieces of character artwork for V13.5 as a whole. I need to draw one more and then this batch is done! Probably! Unless I think of more things to draw that I forgot about! But I SHOULD be good for now. .........................hopefully. But I'm definitely not done with art in general for 13.5-- there's more planned than just character artwork. And don't worry about the fully fleshed out artwork that I said I'd draw of Erin & Venam for the character popularity poll results; those are still on the to-do list. I've just been busy with working on another project of my own recently so I hadn't sat down in a while to work on things for Rejuvenation, lmao Anyways same shtick as usual, icons & links to the full artwork can be found in the official art thread! No wallpapers yet because 1) I'm lazy 2) I haven't made them for the other characters yet either 3) don't want to spoil v13.5 areas yet and 4) frankly I'm also considering redoing the format so they're not white in color scheme and blast my eyes out whenever I close stuff and look at my desktop at 12 am. And maybe just make them location-free as a whole, so they don't uhhhhhhhhhhhhhhhh get outdated after an update or two. We'll see what the future brings in regards to that. If it means making my life easier with these wallpapers in the long run then I just might........................ As for progress on 13.5's development as a whole (as I'm sure you guys are curious about that as well), Jan's back in full swing and has been making progress again after a long break! Though stuff isn't quite ready to be shown to the public quite yet, so I ask that you guys are patient a little bit longer. I'm sure he'll have a post up eventually! Sometimes you just gotta let those sweet sweet game dev juices simmer on low heat for a good while y'know? Let them cook thoroughly before they're ready for serving. An undercooked meal is never a good idea!!!!!! so consider this an appetizer from me. :) but that's enough of me hijacking the dev blog again. hope y'all have a wonderful day and enjoy the art! <3 zumi out
  9. It is mentioned directly by Alexandra at the start of V13 that she and Damien were able to make prosthetics out of black shards for Celine after she was grievously wounded by Madame X, which are the same prosthetics you see in her artwork! It's a detail that some might've overlooked when skimming through text, though.
  10. waugh i forgot to put a post here after putting the dev update up but artwork for celine, kreiss and cairo has been added to the thread!
  11. Familiar with an ? because you really haven't seen that much of them in the game, really... But you've definitely seen them before if you've played through V13! As Jan has been on a much needed break for a few weeks, I felt it'd be a good time to hijack the dev blog once again and show off some of the new official art for 13.5. So, lo and behold! Meet Kreiss, Cairo and Aevium's Champion, Celine! Kreiss Cairo Celine I've previewed Kreiss on twitter before and even put up his full body artwork on my own portfolio as a small teaser on the 9th, but he's gotten a complete redesign, which also includes something of an overhaul personality-wise. While appearing classy and sharp-looking, there's a little more to him than meets the eye... But as of what, you'll see at a later point (or for yourself in 13.5! idk what Jan's plans are in that regards). Next to Kreiss we also have Cairo (which I've also previewed before!), a character that was introduced in V13 on Route 4, as well as Celine, who stands at the head of the Aevium League as its champion... Or well, is supposed to. Shame that her current state of being is uh... A little bit Not Exactly In The Realm Of Consciousness! As per usual, the character artwork & icons can be found back in the official art thread! Again, no wallpapers yet because I'm waiting with those until after V13.5 is out. also pls send jan ur strength, he's in finals hell. godspeed you magnificent bastard ok i leave now bye
  12. Artwork of Talon has been added to the post! No character wallpaper yet, but there is an icon! His full resolution artwork has been uploaded to the sta.sh under the Sidequest folder. More characters that appear in V13.5 will be added later as they are revealed. I've also removed the old versions of the artwork for the team Xen members, as they will no longer be used. Volta has also been moved to Chapter 3 as she now appears during the main story rather than only being mentioned a couple of times.
  13. please stop pushing for specific release windows (yes i see it in the other threads as well, not just here), it'll be done when it's done
  14. V15 and V16 are still separate from V14. V14 is simply split into three parts, but how that works? For the time being, that's
  15. Zumi

    Regarding Intense Mode

    by the way, if you throw a shitfit in the comments about this decision, i will bite your head off and that's a promise
  16. All of the Aevian forms do actually have dex entries..... Just that the Pokédex won't heckin cooperate in-game and doesn't show alternate forms properly. I'll probably put together a post with all the dex entries at some point!
  17. i think we've already said plenty of times that the player will not get to date characters so i'm surprised this question is still coming up at all
  18. The Pokédex is currently bugged and doesn't include the A-forms as a result. The wiki's pages work based on PBS files and since the alternate forms of every mon are script-side, they're not included on the pages. They'll manually be added at a later point, we're working on it!
  19. Definitely a story change -- got changed because of Covid and how it seemed in poor taste to keep that part in after everything that's happened.
  20. Feedback either got buried underneath a lot of other things, or simply just... kinda went over our heads due to the other stuff we had to pay attention to. There were indeed a lot of experienced players part of both alpha and beta, which might've also skewed the perspective compared to people who are playing for the first time or aren't completely used to the difficulty of these kinds of games yet. We're probably going to use a better method of collecting feedback about balancing during testing in the future to make sure the former doesn't happen as often.
  21. We're aware of the issues with balancing. Unfortunately, most of these issues came to light after V13 was brought out. The feedback we got during alpha and beta seemed to have been too little in regards to balancing to properly gauge how other people would be experiencing the game (especially now that the AI is completely different -- which really did end up adding a lot to the overall difficulty), but we take feedback on this stuff very seriously and hope that we can make a more enjoyable experience in the future. Sorry for the trouble things have been causing in the game, we're definitely looking at different options for what we can do to make things better!
  22. sighs

    1. SilverAngelus

      SilverAngelus

      Will this help alleviate your mood?

      Spoiler

      1158280221_ScreenShot2021-08-04at1_27_50AM.png.395a2707c17bfac5822d0840aba1cd5f.png

       

    2. SomeRandomChineseGuy
  23. Not necessarily, honestly. There's a lot of things in this balance patch that should've been addressed a long time ago (and there still are a lot of things that have gone unaddressed but we just simply didn't have time to make even bigger changes), and weren't decided to push through on just a whim. It's also a lot easier to crank up the difficulty after toning it down significantly in comparison to having to tone it down from an already way too difficult fight. Adjustments will be made where necessary in the future!
×
×
  • Create New...