Things have just started kicking off, a slow momentum is building and I honestly didn't believe it'd get this fast this quickly. Early in the morning came back from perusing the local scrap meet and my phone started yelling at me about getting a bunch of emails from Kickstarter. Lo and behold it was backers, commentators, and people emailing asking me about my game. I've been reviewing and answering people's questions for the past few hours and I honestly didn't think things would pick up this quickly. I had even taken a break from working on my project by... working on another project!
Tuesday, January 29, 2013
at 9:05 PM
Thursday, January 24, 2013
Saturday, January 19, 2013
at 7:02 PM
Friday, January 18, 2013
...It's just that I may not have a second chance if I fail the first time.
Anyways, here's a preview of the page before it goes live. Any feedback and grammar correction would be incredibly helpful.
at 2:20 AM
Tuesday, January 15, 2013
Monday, January 14, 2013
...I'm sorry that was just terrible...
at 7:16 PM
Throughout your journey you may come across little stray flowers peppering forest and plains. They flowers are highly coveted for their supernatural properties. However, as valuable as these flowers are it's usually best to stay away since getting them is more trouble than it's worth.
|Oh now you've gone and done it!|
at 5:50 PM
Saturday, January 12, 2013
Thursday, January 10, 2013
at 11:34 PM
Wednesday, January 9, 2013
To create a safe zone you must first have enough materials to build something, could be a shack, a tent, a pile of rocks(?) Then once you find a toolbox you can designate a fortified area which will become a safe zone that you can inhabit. Once created you can store family members, items, and do other stuff at these safe zones. Creating many zones throughout the world like checkpoints is a good idea, but be warned. Since these zones can be attacked by nearby enemies so it's always a good idea to build them in hard to reach areas, as well as keep more most valuable possessions closer to you so they'll be easier to monitor.
at 9:03 PM
Probably the hardest part about Game Design is naming your game. Sometimes it's as easy as naming it after you main character, other times we just tack on some sub title like Redemption or Ultimatum to make it sound cool and not just because we've run out of ideas. I've been thinking for while now, Ritual Dementia was just a name I used for the sake of time, originally this project was called Acheron named after the river of pain. I don't know if I should keep RD or try to think of something else as the blinking cursor on my project page is impatiently waiting for my response. Names are insanely important because that's you're identifier, ID tag that the world will use to know who you are and unless you get a court order it's stuck with you for the rest of your life. The name should essentially be a 1 word description of the game, the elevator pitch in less than a sentence. From what we know so far it must represent the game's key features:
- A Horror inspired occult adventure from the dawn of 90's era 3D console games
- Archaic and absurd over the top violence that's toned down by the lo-fi artstyle and irrepresentable presentation (was that supposed to be a foot?)
- Rogue-like inspired difficulty with a one-death character limit that's augmented by creating offspring in an expanded family tree party system.
- A parody of modern gaming romance simulations by being able to romance demons and paglins alike (except it's an actual mechanic that contributes to the game and not some thinly veiled attempt to appease a demographic by creating an unfulfilling side step that hilariously misrepresents "progressives" and ends up wasting everyone's time and now I have to buy some more Mountain Dew™ to get another experience boost).
|The end is upon us...|
at 1:30 AM
Monday, January 7, 2013
at 8:33 PM
Sunday, January 6, 2013
at 9:00 PM
Saturday, January 5, 2013
|Just a flesh wound!|
When a limb is torn off it takes a percentage of your max health and you will suffer a bleeding penalty. Bleeding will slowly eat away at your health until you bandage yourself up so it's always handy to keep a stack of bandages nearby. You can place your detached limb into your inventory and if you manage to find a surgeon (or are one yourself) you can attempt to reattach the limb. Limbs will decay and eventually rot, if you attempt to attach a rotten limb you may suffer infection.
Don't feel bad if you've lost a limb forever, you could always create prosthetic limbs which can replace your regular limbs, but the stats tied to that limb won't scale in level with you so you'll have to keep on crafting stronger prosthetic limbs to increase their stats. Of course you could always take someone else's limb if you're that kind of person...
at 8:59 PM
Tuesday, January 1, 2013
Happy New Years Everybody! I hope you had a better New Years than me, and if not well then I'm sorry to hear that...
Anyways, lets get back to business! These are Paglins the sentient race of humanoid tribes that inhabited the world before the demons emerged from the great hole in the center of their world. They are now slaves to demons and are used as sacrifices, food, soul vessels, and other things that are generally terrible. Each new game will have the player start of as a new Paglin from a random tribe, be sure to take care of your little Paglin because once they've been decapitated, dilapidated, exacerbated, lacerated... well the point is they die, they don't come back end of story.
|From now on "Humans" will be referred to as Paglins|
at 12:47 AM