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  • Pokemon Rejuvenation Development Blog

    Hi! I'm Jan and I occasionally post updates about the progress of Pokemon Rejuvenation in this section!
    hi!!!!!!!!! mom said it's my turn on the dev blog
    It's been roughly a month since testing has begun, so I figured this would be as good a time as any to post an update on the goings-on with the game right now. We've all been hard at work to get stuff finished up and are excited for people to see all the new stuff! But of course, keeping radio silence on here isn't the way to go or ppl will start sending me asks on tumblr again asking why there hasn't been a dev blog post yet and being very sad about it so let's get into it all, shall we?
    The current state of testing
    First up, Jan will be leaving on a holiday for roughly a week starting this weekend! He's taking a well deserved break before all hell breaks loose later this year LOL. However, that doesn't mean stuff in regards to testing will come to a standstill. A good couple of our dev members are actively involved with fixing bugs we come across (both scripts and events!), so testing will continue as usual.
    Speaking of which, we're still on internal testing! This is mostly because we want to be reaaaally thorough with the game ourselves this time around (unlike what happened with V13), so we can catch as many issues as possible ourselves before moving on to alpha testing. As of right now, a lot of us are on testing Chapter 11, and ACT 1 is completed by almost everyone! There's only a tiiiny bit of event work left for the update as a whole, which is expected to be feature complete shortly after Jan is back from his trip and he's able to work on it again. Most of the graphics are done now as well with only a few sprites left on the backlog, which should all be done before alpha starts. Weeee, progress!
    That being said, the plan was to actually start on ACT 2 testing sooner than we did, but Jan spent a good amount of time polishing a bunch of the content in ACT 2 to be more enjoyable as well. Sometimes a part of the game/story needs a little extra ~*✨Pizazz™✨*~ and that's ok. Especially considering it means the experience for you guys will be better! We'll probably be stuck on GDC for a little while anyways because that place is Beeg™ and therefore the amount of bugs that have been discovered is also Beeg™. There's also the fact that we've got a Quest Log now and that we have to update/add it as we go through the game ourselves. Jan has been doing main story + major sidequests which is honestly Quite The Task. I've been doing the sidequests that were missed/hadn't been updated properly yet to even have a log, so he doesn't have to do everything himself, but I can definitely tell you that it's a lot of work for a game as big as Rejuvenation dflkjsdflksdfllasjdalsk
    Oh, and for those wondering about the opinions so far on Terajuma considering that place got a massive overhaul... It was a huge success! The team really really enjoyed all the changes, and it really turned a weak arc into a very very strong one. I really highly recommend checking out the place in a new run or going back after you're done going through the new stuff in .5.

    Unfortunately it's not all fun and games with testing. Aside from the usual game-crashing stuff where there's a typo in a script somewhere that can be fixed rather easily, we've ran into a pretty concerning bug that we haven't been able to fix that will ever so rarely straight up crash your game out of nowhere, no warning/error popup or anything— and with barely any rhyme or reason to it happening. This is not to cause a panic because Haru's doing their utmost to find a solution for the problem (EDIT 4-8-2023): which is looking to possibly be caused by MKXP-Z having upgraded to Ruby 3.1. The chances of it happening at all are pretty low as well, with most of us having ran into it only once or twice—aside from Alex, who is Game Crash Georg, gets 10000 crashes a day, is a statistical outlier and should not be counted— but there is a chance that we won't have a fix for this by the time the update comes out considering that downgrading back to an older version of Ruby is currently broken. All we can do right now is give the advice in advance that you save often when .5 is out so in the case it does happen, you won't lose a lot of progress and you'll also know that this is a known issue.
    think of it as working with any software that is unstable, for example after effects. i speak from experience. that shit will crash for no fucking reason so you gotta hit save often!!!!!!! treat it like that!!!!!!!! be vigilant!!!!!!!!!!!!
    In all seriousness, we'll keep you guys posted about this problem. If the bug persists into public release, we'll put a warning alongside the download/update post to make sure people are aware of it, but we'll keep trying our best to fix the issue before it even gets to that. please send haru your thoughts and prayers.
    To wrap this segment up on a happier note however, here's some more OOC stuff from during testing. There's already some funny stuff in the column next to the dev blog, but why not share a little more? We're all taking this very seriously I promise.
    Beans! ok moving on.
    Last minute sprite updates!
    Because I just can't help myself!!!!!!!!!!!!!!!! Sowwy. Speaks for itself, here's a couple of VS portraits I've updated recently! I showed a few on twitter before (which are included in here in case you missed them), but there's a couple that I hadn't posted publicly in here yet as well. I know some of these changes might be quite drastic and may take some getting used to (particularly Ana and Ren from what I've heard so far), but I'm trying to bring the sprites a bit more in line with the official art and have style be consistent across the board. And stuff is still subject to change even between now and release!! So maybe some will get some minor changes even after I post this.
    okay but WHAT is with the title of the dev blog. none of this is related to it. wtf
    Good question! But also stop being hasty or I will CRY and SCREAM and throw you to be PECKED AT BY THE BIRDS. I was just about to get to explaining this.
    gosh. ugh.
    Anyways, the title is related to something we teased all the way back in the dev blog from October of last year (GOD IT'S CLOSING IN ON HAVING BEEN A YEAR HELP ME) and has finally been fully realized into a brand new feature to Rejuvenation. In particular, it's related to this smug bastard— Mr. Luck.

    Don't remember him? Now you do! If you don't, that's fine too. Don't worry about it. Either way, he's a character you can find at the start of the game in East Gearen, in a circus tent! Prior to .5 he 1) did not have a proper design, and 2) only existed for the option for people to switch between difficulty modes. However, what with intense being gone coming next update and with passwords being a thing, this functionality of his has become essentially redundant, and has since been removed. So what are we gonna do with him? We can't just remove him from the game, he's got some (albeit minor) story involvement, so we have to figure out something else to use him for.
    So clearly, the correct course of answer here is to go all-out with this clown, and have him offer a lot more than just a difficulty swap. Introducing Black Prisms and Ruthless Pokémon!
    Before going into what Mr Luck has to do with this, let me explain Ruthless Pokémon first. When getting a wild encounter, you'll have about an 1-in-100 chance to run into a Pokémon holding a Black Prism, and they look like this! You can recognize them by the rainbow aura around them.

    This isn't just cosmetic though! Upon entering a battle with one of these, the Ruthless Pokémon will get a +2 boost on all of its stats thanks to the prism it's holding. If you manage to catch it, you'll be able to take its Black Prism off of it! Not only that, but these Pokémon generally tend to have better stats, so it's worth catching them for that as well. However, putting a prism on one of your Pokémon does not give the +2 omniboost to your own Pokémon. It really only works on the enemy wild encounters you find. Buuuuuuuuut if you want, you can just keep the prism on your mons if you want to keep the rainbow aura purely for cosmetic purposes. every pokémon can celebrate pride now!!!!!!!!!!!!! YEAHHHHH
    But um... That aside, what does Mr. Luck have to do with these Black Prisms? Well, it's pretty simple. He collects them. He'll offer all sorts of things in trade for the prisms, including contracts that can help you in all sorts of ways! He can increase the odds of running into shinies, make it so that there's a chance that wild Pokémon have egg moves by default, increase the amount of money earned in battle... Or even change your character appearance.

    Just don't worry about the fine print! ...Or do. There might be some downsides involved, after all. Can't have everything handed to you on a silver platter, now can it? He's got the smarmy businessman look down pat as well, so there's bound to be some fishy stuff involved. But it's funnier if you find out for yourself what those... Er, little snags are. Tread with a small amount of caution!
    He's also got a cute little assistant called Doxie that you'll see for yourself if you visit him, and will trade you all sorts of useful items if you've got prisms to spare for things that aren't Luck's own contracts. It includes items such as valuables you can sell for big money, cell imprints and even glitter balls! They won't be cheap however, so if you want to get your hands on those, make sure to keep catching those Ruthless Pokémon if you come across them.
    That about covers it for this dev blog! Hope you're all excited for the new features─ Oh, wait. Just one more thing, as a little ~*✨Treat™✨*~.
    For people on fresh playthroughs, there are a lot of new, hidden things to find. Some things you'll only be able to find/understand on your second playthrough or beyond. Unless, of course, you use a guide on your first playthrough, which is just unfun so booooo if you do. smh
    Best way to view all these little new things to discover as.... Hm, inconsistencies. Yes, that'll do. Exciting, no? And I'm sure we're not the only ones excited about it. :)

    That's all I'll spill on the matter though, so hope you'll enjoy looking for all the little secrets when the update comes out!
    For now, see you next post!!!!!! We're so close!!!!!!!!!!!!!!!!!!!

    🎉🎊🎈 yaaaaaaaaay 🎈🎊🎉
    Testing has begun (a week ago)! You know what that means! 
    It's time for me to be drowned in bugs woohoo.
    Please play this song while this post is being read:

    I started testing phase with 3 quests unfinished because im confident that i can finish them before this stage of testing phase can be completed (he's not that confident.) 🎈
    I'm sure there are some new folks. Let's talk about how the testing phase goes.

    There are three Stages.
    Stage 1: Internal : Developers get together to test and laugh, and laugh, and laugh. I don't laugh. I fix bugs. I cry. 🎈
    Stage 2: Alpha : Small selected individuals are brought together to test and laugh, and laugh, and laugh. I fix bugs. I cry. 🎈
    Stage 3 Beta : Patreon folk are brought together to test and laugh, and laugh, and laugh. I fix bugs. I cry more. 🎈
    We are currently in Stage 1. There is no set period of how long each stage takes. It is simply just how severe the amt of bugs are + the speed of the playthroughs. Each time testing takes a little longer bc game big. I fix bugs. 🎈
    What's next ? 
    Well, sometime before release I'll be releasing a post on how to make sure your save files aren't completely busted when u load up v13.5! 
    Here, I'll give you a preview. If your game is at any point on or after terajuma, but before the end of v13 main story-- just finish your playthroughs. please. if you load up the game mid arc. its gonna blow up.
    ur gonna die, man. you're just gonna die.🎉 Let me make it more clear: If your files are anywhere in these sections::::::::
    Chapter 1 - ur gonna die
    Chapter 2 - omg ur living, just dont load on route 2.
    Chapter 3 - omg ur living
    Chapter 4 - omg ur living
    Chapter 5 - omg ur living
    Chapter 6 - ur gonna die
    Chapter 7 - ur gonna die
    Chapter 8 - ur gonna die
    Chapter 9 - ur gonna die
    Chapter 10 - ur gonna die
    Chapter 11 - ur gonna die
    Chapter 12 - ur gonna die
    Chapter 13 - ur gonna die
    Chapter 14 - ur gonna die
    Chapter 15 - Defeat Saki first or else... say it with me, ur gonna die🎈

    the reason for this is that story variables have changed. If you just walk into terajuma on old files without your save files being configured, ur gonna die. 🎈\
    look at this funny bug that happened during a run a few months ago (spoilers: H-Braviary shiny)
    some screenshots.
    i cant remember what i posted before. sorry 4 repeats, if any,
    okie bye bye.

    We understand? Ok good.
    Hi, it's May now. I've been pretty busy with irl stuff as per usual, but I've gotten a lot done if the two screenshots above aren't any indication.
    As of right now (besides 2 small things), both the Paragon and Renegade Routes are completed.
    That is the main content of the game and omfg I am so ready to be 100% done. I'm very close to being there.

    So what does this mean? Well, there's still some polishing/updates I'm doing in other places that will need some time to get done.
    As well as completely implementing new Aevian forms, fixing positioning, etc. etc.. etc.

    That being said, I'd like to get some sort of testing started in the next month or so.
    Been another long journey folks, but it's smooth sailing past this unlucky number.
    Some screenshots, of course:

    Ok, now it is Zumi's turn to speak:

    "Hiya!! Zumi hijacking the post for a brief moment to talk about the track you're about to listen to. This one may be a bit of a surprise to some people as this isn't exactly a new track, but instead a new version of a track I previously composed that some may be familiar with already. Normally I'd try to be a bit more vague about the purpose of the track-- and despite having said over and over that the project it's from is dead, I've always wanted to give it one last farewell, one which Jan was kind enough to help out with. So I'm bringing the project back one last time through Rejuv... In a stripped down form, with some music overhauls to go along with it! I've already teased it slightly before, but make sure to explore GDC during 13.5's story if you're on the Paragon route-- you may just across what's been my little passion project for this dev cycle, and it'd mean a lot to me if people checked it out!"
    But that's it for this dev post. A small one, but a lot of what is new is TOP SECRET!!!!!! So you'll just have to wait just a littttleee bit longer. I promise.
    This will probably be the last dev post for this cycle. Next post will let everyone know when testing has begun or whatever. 

    Thanks for your patience and I hope you all have a good week. 

    Hey, hi, hello! It's a post from me this time! Yes, yes, the fanfare is wonderful. Just beautiful. Love it.
    Anyway, let's get on with the post!

    So, first thing's first. What's up with V13.5? I've said it's been almost done for a while, and yes that's always been true. However, recently I've made a ton of progress, particularly on the Renegade Route. It's shaping up to be my favorite part of the game so far. It's fast-paced, fun, and has a lot of good moments, I feel. The dev team has been testing it in rounds as well and it's been REALLY well received and I'm so happy about that.

    Recency bias and all, though, yeah?

    In terms of what is done, let's take a looksie.

    Paragon Route: 80%
    Renegade Route 70%
    Terajuma Arc - 95%
    GDC Arc - 80%
    Early Game Changes - 99%

    I'm hoping to begin testing in another month or two. 
    That's not all, but we have something cool to show! The character select screen got an overhaul, and two characters have gotten a wardrobe update!


    Official artwork updates:

    Most of my work has been with the Renegade Route, and while I'd love to show things from that, literally every frame of it is a spoiler in some capacity. So... Yeah. I don't have really anything to show in that regard. 

    We're way past the schedule I wanted, but tl:dr, a close family member of mine was diagnosed with cancer and it's been really hard to do things like normal. I know things are taking long, but please be patient! I don't intend this post to be sad or anything, but it is the reality of my situation. 

    It will be out this year :).

    Hi all! It's been well over a month since our last dev post and nearly two months since our last proper dev blog in regards to the dev game already??? i swear, time is an illusion and we're all being played for fools by the system. where the HECK did it all go
    Speaking of time though, Jan's got his hands full, so I'm taking over for this month's post to give you all a bit of an update on what's been going on with development! I'm sure you're all plenty curious since it's been a while since our last substantial update, so let's dive into it shall we?
    First off, screenshots! Some of these were shown on twitter, but I've included them in the case you missed them. Some are entire reworks, some are simple updates, some are... something else. 👀
    On top of area updates, Jan's actually been working on some QOL updates in regards to cutscenes! An excerpt from one of Jan's Patreon posts:
    "Looking at the pages of events I wanted to work on, the amount of text... was kind of insane. I've cut down on text quite a bit, and I've made things snappier and more involved.

    Speaking of trimming text, I've also been working on a QOL I think a lot of people will enjoy. Starting from 13.5+, you'll be able to skip entire segments on repeat playthroughs. These segments are usually ones that have a pause from the player's story and give insight elsewhere. It's neat that you can play as Melia in the library and all, but the purpose of this section is to give exposition and push the story forward. But on repeat playthroughs, you've already seen this! You can just skip it. This goes for Lavender's "escape" segment and the Diamond and Pearl segments (And more!).
    And for those who don't particularly care for the action segments in Marianette's mansion, I'm planning on having those be skippable as well, just maybe not through the same way.

    Please note that if there are relationship gain/losses in these segments, you will lose out on them. Additionally, this is a QOL that will only affect new save files, as the condition of multiple playthroughs is decided during the intro."  

    Next up are some extra previews of the new CG's I've been working on for the game! Two were previewed in the previous dev blog Jan posted and I've personally previewed two on twitter myself (they are included in here if you missed them!) so here's another small handful of previews. Now as some of you guys probably already are aware of I may be a little unhinged for doing this, but this is only a small handful of them-- the total will amount to roughly 30 new CG's to be used in-game, for both old and new parts of the story. If you want to see all of them, consider starting a new file to see them all in their proper context! or go through the game's graphics folder i guess once .5's out. but what's the fun in that?
    Next up, in the case people missed it, fan-favourite minor NPC's Piano lady and Truck guy finally got their official art as enough money was raised for charity back in December in order for them to get theirs! The images were posted on twitter & tumblr, but hadn't been posted on the dev blog yet, so here you go. As per usual, all related artwork can be found back in the official art thread if you want to find it back.
    Finally, we've got some music previews! Plural, because there's two. Both were composed by yours truly! No full loops this time around, just a few snippets- but enjoy them nonetheless :) Won't be telling where exactly they'll be used, but I'm sure you can figure it out from context clues! Maybe.
    That's all for now! We've still got some work left, but things are slowly but surely coming together. It's shaping up to be pretty exciting, and I hope people are still just as excited about the update as we are! We're also extremely ready to just be done with v13 and .5 as a whole and move on to v14, but we're not gonna rush anything or diminish quality just because we want it to be over and done with, so once again we're asking for everyone's patience for a little while longer. this update is CHUNKY, but it's worth it.
    thank u guys for bearing with us
    until next time!

    Hello everyone, and a happy new year from everyone on the Rejuvenation team! We hope that 2023 will be a splendid year for everyone!
    2022 was a wild ride for many of us, wasn't it? Lots of progress on the game-- introducing a couple of new characters, finally addressing some issues with the game on all fronts (technical, visual AND balance-wise), we've got a bunch of new team members who have been pulling some great weight over time, new music, new visuals, new quests, you name it! And while we weren't able to bring out V13.5 in 2022 like we initially hoped, sometimes life just gets in the way or things end up being more work than initially expected. And you know what? That's okay! Sure, things take longer for them to be done, but I do want to reiterate that this update is slated to be the last update that brings major overhauls to older areas to become their finalized versions. It takes time to create quality content, and as we only want to put the best experience for you guys on the table I hope people will remain supportive of the team this year too as we try to polish 13.5 to perfection!
    As a gift for everyone's support in the past year and to ring in the new year with a bang, Jan & I figured we could give some art as a gift! So here we go; some "new" character artwork. Specifically the interceptor forms for the protagonists, which is something people have been asking for quite a while. Please take a look at their official designs!
    Aevis (Bravery)

    Aevia (Tranquility)

    Axel (Chaos)

    Ariana (Happiness)

    Alain (Wrath)

    Aero (Strength)

    Ana (Mercy)

    The artwork for the interceptor forms have been a long time coming, and truth to be told I've already had them done for like uhhhhhhhh..................... literally almost a year now. hence why new was between quotation marks. they're from late january LOL..... It never quite felt like the right time to reveal them though, at least until Jan came up with the idea to show them off as a new year's gift.
    That being said, that's all there really is to show! As is with just about any other character art; icons, wallpapers and links to the full resolution versions of the artwork can be found in the official art thread!
    I hope everyone has a wonderful year and I look forward to sharing our work with all of you in 2023 as well!

    Hello! I definitely did not absolutely forget that I scheduled a post for today!

    Well, uh, this is awkward. I guess the best way to explain this is with one single image.

    I'm gonna be honest. The first time I opened up Rejuv's project folder this month was **checks notes**... Last night. 
    December is traditionally an extremely busy month for me and that's just all it was. I was busy. I have obligations I must attend to irl and I'm making moves towards securing my future financially. 
    I truly wish I could work on Rejuv more often, but that just isn't in the cards for me. Maybe one day! Patreon has been a huge help, but it's not something that can sustain me long term, neither do I want it to.

    That's the thing about working on Rejuv sometimes. People assume that that's what I'm working on all day every single day, and when I reveal to them that I'm not-- I'm just being slow or I'm wasting time as if I'm obligated to dedicate my
    entire life on a fan project. Then I get the annoying anon in my inbox asking why each version is taking way longer than the previous ones as if I'm supposed to break down crying saying that I lost interest or the expectation that I'm supposed
    to thank them for putting me back on the right track in life and dedicating every single moment of my life to something they'll finish in a few hours and then ask me when the next one's coming out. And then when I'm saying I'm taking a 
    small break that's when the passive aggression starts or whatever. 

    And if it's not that, it's the gen 9 or item/mon location questions I'm constantly getting despite the fact that I said I'm not adding it next version, but somehow I'm still expected to know each and everything I plan to do with it. Am I gonna keep this nerf,
    am I happy about this buff. Who is going to give what, when am I going to get this, this mon is broken so put it there, this mon is garbage, it needs a crest. Are we getting new crests. When is the new crest. Release mega evolution earlier.
    Omg when is Venam apologizing for stealing Tesla's Charizard omg omg. Make an entire branched story path where I do what I would do in this situation. When is this happening. Who is Madame X Who is gonna die next version tell me tell me tell me
    here's my crest idea u didnt ask for. why is this crest a prototype. this mon lost this move are u removing it 2
    This thing got a new evolution that's ZACIAN NERFSS broken is it being axed is it being
    moved is it being axed GLACEON JUMPSCARE is it being nerfed is it PROTEAN being axed is it being nerfed is it??????????????????????????????????????????????????????????????????????????????


    idk yet. 
    I haven't lost interest.
    I still love working on this game.

    I'm just busy.
    That's all I got for you.

    So, there, that's out of the way. quick q/a

    1.) new crests?

    2.) gen 9
    v15. Although knowing me im gonna be impatient and add it in halfway through v14

    3.) anything actually new to show?
    yea, actually this part is pretty exciting! Zumi is creating art stills for certain moments in game. This one is pretty iconic so I'm sure you'll recognize it! Here's a preview:

    4.) omg are u single 😳
    yes i make pkmn fangames wtf u think 😳.

    5.) will venam actually speak to tesla about the charizard?
    yes, goddamn.

    6.) favorite gen 9 mon?
    Tinkaton, or Chi-yu, or Wo-chien. Tbh? the whole quartet is amazing.

    7.) Least favorite gen 9 mon?
    Scovillain, or Gholdengo. Maybe Orthworm.

    anyway, when i opened this page I didn't expect to start screaming into the void, but I feel a lot better in doing so and I don't really feel bad about it. 
    Also I'm not saying you can't be curious about something in game, or whatever. That part is fine and expected! I mean, hey, I would be in the same boat!
    Just, give me some time to process an entire new gen first lol. IRT in game events, how about idk... just waiting for the game to be done. Then if it's shit you have all rights to yell at me lol.
    Actually you don't, but still. 

    There still seems to be some confusion surrounding what exactly v13.5 is. It's a lot of things. I mentioned a few posts ago that a lot of the back end has been uprooted and redone. I knew this was coming and looked at what I had planned story wise.  There were a bunch of quests that gave more context to v14. I knew the back end changes would take some time so I decided to take these quests, string them together, and create a story line. Thus, v13.5 .Karma files was born. A version that was never planned to exist. Yet, here we are. I've devised this section of the story to be required on your first playthrough, but skippable in subsequent ones (through passwords), as it is more of a preview of what's to come in v14. 
    But not just v14, but for the rest of the game. As many of you are aware (v13 spoilers for those who haven't finished it yet.)
    There are two main endings in the game. The Bad Ending and The Good Ending as it was dubbed. I was asked a long time ago on Tumblr about how far I was willing to go with "The Bad Ending". Well, let's get into that!

    I've been planning this part for a long time now. I knew that I wanted there to be two main routes, and I knew just how far I wanted to go with each of them. Well, basically, The Bad Ending, is called the Renegade Route. It will be the largest divergence in this story (yes I'm crazy.). After v14, the two paths will not cross each other and will provide unique story experiences for both. Essentially, from v13.5 and onward, there will be two versions in one. (Though due to the nature of the beast, v14 will be more linear)  Why am I doing this? Because I want to. And because I am crazy. I know it's a lot of work you don't need to remind me! 
    Each version will have equal amount of effort and time put into them*, and each route is canon. They also, like, totally play off each other so you should do both eventually! 
    (*This does not mean they will be the same length in content. I won't bloat one side to catch up to the other in terms of content. The story will be told how it was meant to and if one is slightly shorter or longer, it is what it is.)
    When v13.5 drops and the Renegade Route begins, expect a huge turn in the story. I hope you're ready!
    Oh, but uh... If you're going down the route of oblivion... That means you're attempting to destroy our game, and our world. Just know that...
    I won't make it easy for you. :)
    Oh and because people aren't aware/confused... The Renegade Route has no post game. I just want to make that clear. When the game ends, it ends.
    1.) Because the Renegade Route has no post game, what about the legendaries that are planned for post game?
    So, because of the lack of post game, I am planning on releasing all legendaries before the ending of that route, which means some legendaries (and items) will become available much earlier than in The Good Ending route. But as a caveat, there will be a sudden power spike in this route at some point. This route will be tougher/more unforgiving in general, but never impossible. 
    2.) Does "The Good Ending" have an official name yet?
    The Paragon Route.
    3.) Is there another way to start the Renegade Route after the initial threshold?
    No, you have to meet the requirements before starting the player/aelita branch. If you're on the good ending route now you're there for "good"! And also vice versa.
    4.) Will you update the status bars soon?
    No, screw the status bar dude. I hate it. It's never accurate because things get added/removed from development all the time and it's a pain to maintain. So I'm abandoning it for now. If you want an exact standing of where I am at this very moment, here:
    Next post is on the 15th of December. (I'm giving myself dates so that I don't procrastinate!)

    [Initializing development blog update...]

    H-Hey, what's Amanda doing here?!

    Hi one and all! I'm back with another art update! This time it specifically about five characters that finally got art, or received a glow-up in some shape or form. You've already seen one just now! Indeed, while it's not any standalone art, the intro screen with Amanda has gotten a makeover. The graphics are overall more polished and her talksprites have been updated to match! It's one of the bits of art that felt severely outdated compared to all the other individual character artwork shown in the game. As a little comparison for those who haven't started a new file in a long time, this is what the screens generally look like in the current build of the game.
    yes i know, she does look a little like geara in the new art, doesn't she. welp. that's just what she looks like without the hat!! i had to base it on her artwork with the hat. it is what it is. i think it's also pretty obvious that the third image with me crashing against the screen also won't be in the game so don't even worry about it.
    Moving on, a character that's been long overdue for getting her own artwork has finally received said artwork! Please take a look at the art for Novae, one of the most prominent recurring sidequest characters in the game!

    As I mentioned on twitter where I first previewed her artwork, I really have no excuse for me forgetting about doing this. She's a very beloved sidequest character and it's high time that she got the love she deserves from our side as well, so she's finally gotten some official art to make up for it.
    Next up is another character that's been teased/previewed before, Mr. Luck! This is a character that up until the upcoming update has had a very minor role as he's currently only really there for people to swap between difficulties, and therefore never had a truly fleshed out design. As we're removing intense and instead adding passwords however, the experience is easier to tweak and making it easier or harder for yourself is now done through other means than through Luck. But it's a shame to just ditch his character outright since he has story relevance (remember that flashback from Gardevoir? 🤭), so we've got other plans for him now! Plans that I cannot detail for the time being, sure, but plans that were enough of a reason for him to finally get a proper design as he'll be playing a slightly larger role than before. Perhaps those plans will be detailed at a later point? Who knows! Oh well. Let's see if you'll get lucky enough to hear about it sooner than later. For now, enjoy his full character artwork!

    Oh, and have his concept art that I drew while I was working on his redesign as well. Figured it'd be fun to show off the full thing considering it's what I used to tease the character anyways!
    Finally, there's two more characters that have not had full artwork of them yet despite them being relevant to the main story. Honestly, I have no clue why I even skipped over them to begin with. Maybe it's because they're not particularly the most popular characters considering their role in the story? Idk!!! Regardless, to close this post off, have a look at the finalized designs for Spacea and Tiempa!

    Concept art is courtesy of @Cerise, as shown below! They're the one who did the rough designs of the two, with me polishing the designs to the finalized versions you see above.
    ...And there's yet still more to come, of course! But alas, some stuff is sometimes better saved for later. I cannot give an estimate as of when the next post on my end will be, but you shall definitely hear from me again for I got PLANS. IMPORTANT PLANS.
    Anyways, as is per tradition to close off an art post, hereby the announcement once again that all artwork alongside a link to the full resolution versions can be found back on the official art thread along with new icons and wallpapers! You know the drill. For the time being, I'll be on my merry way again.
    See y'all later! o7

    Hi again, it's been a while. How are the kids? They don't exist? Ok that's fair.
    Today I want to talk to you about Boss Battles. In a previous post I mentioned we were getting rid of them because they didn't work out. But apparently a lot of you loved them??? So we're not throwing them out, omg. 
    We've done a lot of work with them and I think they're spicy as well.
    So, let's talk about the changes.
    No longer act like shields from Sword and Shield. Instead, they act more like extra HP bars. If you're privy to the KH series, it's almost identical to that. Similar to the monsters in FE: TH as well.
    When the HP bar is reduced to 0, it will refill itself and a remaining "shield" will break. 
    But we're not stopping there! We're reworking how bosses work in general! @Azeria went above and beyond with this and added special "effects"  when a certain thing happens. Yeah, that "certain" thing is when shields break. 
    Now, when a shield breaks, different things will happen. Here's an extremely (funny) and exaggerated visual example of what I mean.
    When a shield breaks, Bosses can:
    Change the field. Change the weather. Gain special move/abilities [Safeguard,Magic Bounce] Have moveset changes. Gain stat boosts/decreases. Call for help in certain instances. Much more ! In addition to that, 1 hit KO moves are back, but with some caveats.
    They will only take down 1 bar of HP Cannot be used more than once. (If you use Fissure once and its successful, all other moves will also be locked.)  
    Oh and of course, stats of Boss Pokemon will be adjusted with the new mechanics/effects in mind! 
    What I've described is pretty much just the tip of the iceberg, though. We have a lot of cool ideas for bosses and we hope to make each one unique in its own way. The best way to describe boss mons is that they're more like a puzzle now instead of a brute force wall of frustration. You'll be able to deal damage and not take as much, but you'll need to know how to maneuver around the active changes happening during the fight. Naturally, if things are out of line, we'll adjust as we go.
    Speaking of Entei, though... I can't remember if I mentioned this on Reborn or not, but I am not planning on doing a huge post game like Reborn's. Rejuvenation is already huge, and I just don't have the energy to make a lengthy quest for each and every legend possible. There are just too many, and with Gen 9 on the horizon, there are just going to be MORE and MORE. So here's the deal. 
    I previewed this on Twitter: 
    Notice the Regirock on the overworld.
    That Regirock is catchable. The Entei in the picture is catchable.
    Now lemme stop you there. I know what you're gonna say.
    You said legendaries wouldn't be gotten before Post Game. You're right, I did say that. 
    But also I changed my mind. We'll be introducing lower tier legendaries post v13 story (As in, they won't appear to you in game until a certain point after v13.) Some of them will have quests! Some of them won't. Some you'll find just in hidden areas. More info on this one later.
    IIIIn other news, @Zumi has been back at it at the music game and created a new track for Team Xen areas! (Primarily their various bases around the region)  Please take a listen!
    Additionally, we have a new track from Glitch! This song was actually not requested, but was a gift! And tbh that makes me feel emotional so im sharing it here. No I will not elaborate the title. Just enjoy the tunes~
    BUUUUUUUUUUUUUUUUUUUUUUUUUT that's not all! I have one more surprise for you! A new Aevian form, and one of my personal favorites from this batch. Please note that this will be the final aevian form we'll be publicly showcasing as we want some of them to be a surprise when you actually play the game. 
    Mirror Mirror on the wall, which heart shows the darkest destiny of them all?
    That's all for now though! Something new im doing here, but the next post will be on November 9th!
    Yes I'm declaring a post date. I just think this post will be a little special. no it's not the release of v13.5
    Have a nice rest of your week :).

  • testing has begun, post dev mishaps


    the bucket is staying.





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