Hey, folks! Just here to announce that we’ve released the new GUI version. The new GUI version has a new setup so you can access the gallery from the main menu, a redone interface, and a massive polishing up of spelling errors in the script. You can download the new version from the Rising Angels: Reborn page under the Rising Angels tab.
No major updates right now. We’ve been in a bit of a hiatus while we get ready to start work on the next part of the series, Rising Angels: Fates. More interesting news should break as we get start revving up the engines.
And the video of the post is the song of 2013 for the studio!
Natalie Puccile, a Special Investigations and Tactics officer with the Katajion Directorship, has spent her career watching over a listening post in the middle of deep space. After the orders that she has always dreamed of finally arrive, she finds herself in charge of a small destroyer and tasked with discovering the fate of a missing research team investigating an ancient civilization. As the situation falls apart around her, it is up to Natalie’s brilliance and the dedication of the crew of the KSS Nimross to avert a galaxy-shattering event that could spell the end of all space travel. With determination in her heart, Natalie rises to the chance to beat back the danger and perhaps find love in the twinkling lights of the distant stars.
-Rising Angels: Reborn is a remake of the Rising Angels series. You don’t have to have played the original.
-Four hours of epic adventure and heartwarming romance
-Five endings to this adventure
-Release date of October 31st
-Unique sprites with multiple poses, backgrounds and GUI (none of that 90s Japanese high school stuff this time)
-Free… not the anime, the amount of money required for purchase
Plot: Smoothing out the last of the script right now. Wordcount is ending at roughly 70k. The story is very heavily an adventure tale, romance playing a backseat. I use the terms “otome” and “yuri”, but that’s only talking about the character pairings in the story. A long talk with our sprite artist has led me to conclude that I have been improperly using those words. When we do our release, I’m going to avoid using those terms since the game is not about pursuing a romantic relationship… but the story of a young woman and an assignment gone wrong. Who says you can’t teach an old chief new tricks? I have no idea, because I’m still a young whippersnapper.
Release: That release date is coming quickly… too quickly. It’s looking like we might have to delay a bit because a few of the CG may not be done in time. This wouldn’t be a big deal if I wasn’t going to be on the road for a month or so with no ability to upload. Right now, we are reviewing possibilities of releasing with a scene or two down in the first week of November and the voiced release in December with the extra content or just pushing both until December 16th. More breaking news on this to follow in the upcoming days… (The script and music is all done though!)
Sprites: I’m already drafting up my dream sheet for the next one. For those of you who liked the defunct Anton’s Vacation, a crossover is pretty much assured.
Music: I finished coding the music in just now. Twenty two songs total. I think we’ve got a beautiful, diverse soundtrack.
VA: A couple of the voice actors are done and the rest are hard at work. Kylie’s voice is absolutely adorable, it makes me wish she had a larger role!
Misc: Testing has pretty much been wrapped up. We may be permitting early access for a couple folks, but there isn’t any big plan for it.
That’s it for this week. Expect a new update in the next few days.
The video of the post contains some cursing, but it is a pretty awesome song.
It’s time for the weekly report. By gosh, has it been a painful week for me. Good for all of you, agony for me.
Wordcount: 65,000 (It was at 68,000 but I’ve been editing)
Plot: Zuri’s route is completely finished!
Sprites: Sprites for another game have been done. There’s a bishoujo/yuri game (a short one this time) already lining up in the pipe.
Coding: Not just the script, but the whole damn thing is ready for primetime. I’ve spent the good portion of the week dealing with positioning and emotions. Long. Painful. Necessary. When I thought I was done, I realized that I hadn’t done Natalie, which meant that I had to go back and add all of her side sprites. I now know what code monkey hell is like.
VA: All of the roles have been cast. Right now, I’m going through the script and highlighting the lines for everyone. This week has been dull repetitive task week.
Misc: I’m going to be sending out the preview to testers here shortly.
Okay. No more typing for now. My fingers hurt. Until next week!
Video of the week? I almost didn’t put one up because I was too busy trying to find the answer.
It’s time for the weekly report! I bet you all thought I forgot. Well, you’d be right. I’m still here on-time, so it doesn’t matter!
Wordcount: 58,000; we are one day’s worth of writing from making this longer than Rising Angels: The Red Rose. I don’t know if that counts as a success at tenacity or a failure of sticking to development plans on making this short.
Plot: Wrote the second “bad” end for Zuri’s route. I don’t think it is a bad ending, but it certainly is sad. I should be done with Zuri in the next day or two. Then we move on to Sol.
Music: Just doing all of the conversions to .OGG.
CG: We are 2.5/10 completed.
Sprites: I really need to remove this section from the update… Concept design on the next IDHAS game has been started. Doesn’t really relate to this update, but I’m bored and figured that I should add something in this completed category.
Coding: We’re over 5.5k lines of dialog. This is a long, bloody death march of coding. Progress is being made and we are growing closer to the end.
Misc: Since Zuri’s route is almost completed, I am now looking for reviewers/proofreaders to look at and review the story so far.
There will be a voiced version of the story released a few weeks after the unvoiced version. I want to give a special thanks to Annie Quinn for volunteering to help us with this!
And that concludes my weekly update. Nine (six on the website) weekly updates in a row… Whoooooooo…
To wrap everything up, here’s the second ever piece of fan art I’ve ever received! Thanks, propanoll!
And for the video of the post, let’s go with the song playing in my head.
It’s Sunday again, folks! You know what that means… You don’t? Neither do I. Anyway, let’s get cracking on that weekly update.
Wordcount: 51,000; I actually got no writing done until today. I think I did roughly 300 of the 5,000 in the first six days of the week. My plan is to finish writing Zuri’s route this week and knock out Sol’s next week.
Plot: So… remember when I said that we were going to have a yuri route? Well, as I was getting further and further in the route… I just didn’t feel it. They are making good friends, but that spark of romance just doesn’t seem to be developing between them. Unlike last time when I kept trying to shoehorn it in with a sledgehammer, I’m going to go ahead and let them be friends. Zuri’s route is now a friendship route and the game can put on its otome frock now…
Music: We’ve been licensing a few new songs to help make things sound a little more epic.
CG: There has been a new addition to our CG artist lineup. I want to take a moment and welcome Jason to the project.
Sprites: …what? They were all done last week.
Coding: I’ve begun the long and arduous process of adding in all of the music and sprites to the game. Wish my poor brain luck with this dull task.
Misc: Once I finish up Zuri’s route and getting the sprites added, I will be looking for testers and proofreaders once again. Expect to see that request next week.
That’s it for now. No pretty art update this week. Stay tuned for more excitement and whatnot as we are roughly a month from release.
The video of the post is dedicated to my having to strike the yuri route.
Today, five years ago, I released my first game on ren’py. While technically not my first visual novel developed (I worked on my own engine and with Blade Engine prior), it was the first I made and released to the world. Today, I take a moment to celebrate being an active developer in this community for five years. No big contests this year, no new releases. I just wanted to take a moment and raise a toast to those developers we’ve lost over the years to the forces of the universe. There is almost nobody left of that generation still making games alongside us today. Even I feel the pull of the world upon me, having gone from an unemployed bum to an instructor engineer. Yet, I fear for EVNs naught. I see the young’ins of today and have faith that the stories of tomorrow will be bigger and better than those that inspired me as a young, unemployed man years ago.
Cheers, mates, to the novels that have seen the light of day and those that await us.
Word count: We had an inspection this week at work. Between the long hours and the constant exaustion, nothing got done. Yeah… I’d apologize for not getting anything done on the script, but my day job pays for all of this. It gets priority.
Sprites: All of the sprites are now done!
CG: No updates on the CGs
Music: We’ve added a few more tracks. They’re pretty good, I think you all will enjoy them.
…yeah. Not a whole lot to update today. I’ve got a few things I need to look into after getting back a few reviews of the script, but overall things are going quite well.
…so. Yeah. Not sure what else to say here. Stay tuned next week when I have something substantial to say. Until then, here is a piece of pretty art with the two route characters so you won’t burn my house down for such a paltry update.
I’m going to blame listening to the video of the week for my lack of motivation after work.
Another week, another weekly report. I was hoping we’d get some questions so I could have a fun ranting session, but things are rather quiet. They’ve been rather quiet around here as well. Every week can’t be as action-packed as last week was.Wordcount: 46,000, I had to rewrite some scenes, so my weekly wordcount was roughly 7k. Not bad for me, especially since I was sick for several of those days. I finally hit the first ending to the script (one of the bad endings). I’d say I’m maybe 20k from the ending of Zuri’s route. After that, I’ll start working on Sol’s route. Fortunately or unfortunately, I like to craft each route to be unique for each character. Subtle changes here and there along the “common route” that help make each character’s story unique and worth not skipping over. That’s why I like writing kinetic novels; it can get ugly as the differences stack up. I’m running short on time, but I think I still have this. I don’t think 3 hr playtime is going to be accurate any more. Maybe 3-4 per route…
Sprites: Sprites are almost completed. 8/9 are done.
CG: No updates for this week
Script: It’s that time again when I start looking for help to check my script and tell me just how batty nuggets I am. If you are interested in getting that early sneak peak and helping me out, let me know.
Misc: We will officially be putting out a port for Android. Komi has taken the time to figure out RAPT.
Since we are getting closer to release (45 days out), I suppose it is time to do a showing of our current GUI and whatnot. I’m still working on getting side-by images setup. Totally decreasing the number of winged characters in the next game…
As always, if you have any comments, concerns, questions, or curiosities, feel free to throw them my way. Since comments are disabled, you’ll have to go to the LSF thread or e-mail me at chief (at) idhasstudios(dot)com.
And I didn’t do a video of the post last week! I bring great shame upon my family. There is only one way I can make this up… STAR WARS DANCE OFF!
The video cannot be shown at the moment. Please try again later.
Time for that weekly update! I’ve been updating the LSF thread on the updates to Rising Angels: Reborn, so I figured I might as well bring the blog back up to speed. However, I am not enabling comments again because it was a pain sorting through the 99.99999% that were spam comments. If you want to talk about it, please head over to the LSF thread.
-This is so much longer than I was intending, but the story is rolling very nicely. I’d say the script is at about the 60% complete for the first route. Editing for the next block of script should be starting soon. I’m going to say that the finished story will probably be around 80-90k.
Backgrounds: All done!
GUI: Coded and done. I would like to give a moment of thanks to SundownKid for putting in the hard work required for this. One of the (many) complaints with previous works was that there wasn’t a unique GUI and it didn’t fit the size of the game. That’s one problem solved! One of the awesome things being added to this project is a database of terms, planets, species, ect to help our newcomers. While some things are still woven into the story, I’m trying to combat the info dumps… with codexs of info. Various things will be unlocked as you go through the story.
CG: Remember when I said at the start of this that I’d do CGs when hell froze over? Well, guess what? It’s subzero here in my office now. I’d like to welcome [url=http://fieru-ri.deviantart.com/]fieru-ri[/url], our new CG artist. While there may not be a lot of them, Rising Angels: Reborn will have CG!
Sprites: Progress on sprites is moving along at a good pace. Several sprites are done. Here’s an example of the awesome art you can expect in the final story.
Okay, I think that wraps up this week’s updates. I’ve probably forgotten something, but that’s why I always welcome questions and comments. Contrary to popular belief, I do listen to suggestions. I haven’t even gone on any depressing emo rants this development since I was politely asked to stop.