Archive for July, 2010

New Screenshots: Suspicious Characters

Wednesday, July 21st, 2010

A new set of screenshots has been added to the gallery. Last but not least is the Alice path, for which we showcase a visit to the Human Village.

Go see it here.

In a couple of weeks or so the beta will be ready, and at that time we’ll be taking beta testers to play the game before the public release. Yes, it’s finally time for DSD to show the fruits of its efforts.

Lastly, I’ll mention that having a dedicated CG artist would help greatly in the long run. Head over here if you’re interested.


Tuesday, July 20th, 2010

Sorry for the late blog update.  Developers are preparing for screenshots.  Please wait warmly

Demo 0.0.1

Tuesday, July 13th, 2010

This post will be a little shorter then normal.  We’ve started programming on our first demo, so I figured I should explain a little more what to expect out of it, and why we’re planning a second demo.

We’re putting out our first demo for three main reasons.  First, to test our work.  Second, to get player feedback on our work.  Third, to keep our programmers from being terribly bored.

So why are we doing this over two demos?  Well quite frankly we need the testing and user feedback now.  We’re about 40% done with the script, and things will start flowing faster as we get closer to the end (even if there is more work).  Which means we need the players opinions on our characters, humor and style now, so we can fix it before it becomes the entirety of the game.

On the other hand there’s a lot of other stuff that isn’t done.  With 40% of the script we can give the player ALL the script for the first 40% of the game.  Art on the other hand isn’t as simple.  Easily 75% of the poses happen within the first two weeks of gameplay.  So even if Graph is ahead of us writers in work, there’s still missing stuff in the early game.  In a similar vein, way more then half the music appears in the first two chapters.

So we need to put out something, but it won’t be the full experience we intend for the final version.  That’s why we’re going to put out a second release, when art and music have everything squared away, to show you what we want the game to look like when it’s done.

Still, we’ve got a lot of stuff ready for the initial demo.  And we hope it gives the girls a nice intro.  The initial demo will go halfway through Chapter 2, and include the start of most of the side stories, in addition to the first seriously dangerous encounter Marisa can blunder into.  We’ve got a little bit of art and music left to go, and a chunk of testing to do, but we hope when it gets in your hands you’ll be able to tell us what you loved and what you hated, so we can help make the final game a better experience for everyone.

Maestro! Music, please.

Saturday, July 10th, 2010

Mixtape here. Another late introduction, but better late than never. Music has always been one of my favourite things to deal with, both listening and playing. That has also extended to composing and arranging in the last year or so. But of course, that’s not what you want to hear. You want to hear actual music.

Well, sadly, there won’t be any here for you today. You’ll have to wait for the demo. But I think there’s around 5-6 tracks in it, so hopefully you won’t be disappointed. Even though they are, as expected, still in need of final touches.

There’s an exception to every rule, but generally we’re using stage themes as background tracks, with the boss fight themes in more serious, dramatic scenes. Or perhaps just a lighthearted encounter with Flandre. (Her theme is oh so cheery)

Now I head back into my world of music, as there’s still a lot to be done. Far more than I thought at first, to be honest. I might write up another post after the demo has been released, we’ll see.

Wish me luck!


Tuesday, July 6th, 2010

Marisa is a magician of many talents. In addition to her combat skills and charming personality, she’s a decent thief, and has a vast knowledge of spells (if nowhere near Patchouli’s level).  Of course such skills need constant maintaining.  Otherwise the madhouse that is Gensoukyo will leave you behind.

Thus throughout the story Marisa will have a chance to work on minor projects that boost her abilities.  We’ve loosely categorized them as “Danmaku,” “Kleptomania,” “Knowledge,” and “LOVE.”

Danmaku is of course Marisa’s ability to spark people in the face.  While our heroine’s not going to suffer the indignity of being killed by fairies on the way home, Marisa’s Danmaku stat will likely determine the outcome of many of her fights against the other residents of Gensoukyo.  And considering that in Gensoukyo “Who cooks lunch?” is a decided by dueling there may be a few fights of note.

Kleptomania is a disease.  In Marisa’s mind,  a very fun and entertaining disease.  With it you’ll find important objects appearing in your pockets, useful implements falling into your hands, and you’ll be better at cheating at Mahjong.  Being good at stealing also helps delicate manipulation in general, just in case you needed to help with a puppet show or something.

Knowledge is a girl in the Scarlet Devil Mansion a great aid in figuring out where useful things might be or picking up great ideas.  For a Magician, Knowledge is also power.  While Danmaku may determine if you can hit with a spell, Knowledge will allow you to perform useful magic tricks on a day to day basis.

LOVE (caps lock required) is Marisa’s ability to get people who would otherwise beat her to a pulp to actually enjoy the time they spend with her.  Whether charming your friends and enemies, or just fast talking your way past people who really should know better, LOVE is a great thing to have.  And remember, cooking is about heart.  (BTW: That’s a game hint).

We’re still tweaking the actual numbers right now, and there’s of course an early period at the beginning where we aren’t so mean as to toss stat challenges at Marisa.  But as things progress your skills will start to tweak how effective Marisa is in the story.

New Screenshots: Bargaining Chip

Saturday, July 3rd, 2010

A new set of screenshots has been added to the gallery. This one is from one of Reimu’s days, though it actually showcases one of the rare males in Gensokyo… yes, it’s Mr. Morichika.

Go see it here.

Additionally, the main gallery has a couple of screenshots of our GUI in progress.

We can still use a little push in the art department, specifically Event CGs and backgrounds. Head over here if you think you can help.