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OmegaX128

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About OmegaX128

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    Some Guy

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    Male

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  • Favorite Fire Emblem Game
    Radiant Dawn

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  • I fight for...
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  1. Hey all! It's time for the April progress update! It's a busy time of year for everyone, so things have been pretty slow. Here's an overview of our progress so far! --- Current Progress: Art 39 classes and playable characters have received concept art Map tilesets in production Official portraits of playable cast in production Writing Additional characters have been pitched and are currently under revision Support drafts are being written and reviewed Programming All movement skills implemented The prologue and chapter 1 have been implemented Gameplay Additional skills and items have been concocted and are in the process of being implemented into the engine Music Instrumentation for one of the three primary nations solidified Sample music tracks have been composed --- OPEN POSITIONS If you’re interested in joining the team, we’re always looking for anyone who’s interested and can lend a hand, but in particular we’re currently in need of: Art Pixel sprite animators (for both overmap sprites and GBA-style battle sprites) Map terrain spritesheet/tileset creators (pixel art) Armor concept artist/designer Character concept artists/designers Sound/Music Composers SFX Designers Playtesting Dedicated playtesters, both for finding bugs and for testing game balance (preferably able to actively playtest several times per week and be able to follow the documentation formatting) Programming Programmer with a Mac and Game Maker: Studio 2 to build to Mac Other roles that we’ll accept but aren’t in immediate need of include: Writing Beta readers and editors Gameplay Map Designers -- Thanks for hopping on by! And lastly, you can follow our overmap sprite progress here!
  2. Unfortunately Serenes won't let me edit the post, so here's the image of the kdports' map!
  3. Hello everyone! This is our March progress update for Saga of Spirits: Eon Compass, a fangame based on Fire Emblem organized by /u/sadness20. Though school and work are keeping most of us busy, that hasn’t stopped our team from making some more progress this month! Here is a rough overview of what we’ve done so far! :) --- CURRENT PROGRESS Art 37 classes and playable characters have received concept art Cavalier, Pegasus Knight, and Wyvern overmap sprites completed 9 classes, playable characters, and sprites in production Official portraits of playable cast in production Writing Script drafted up to chapter 3x Side/secondary characters currently being pitched and reviewed Chapter 4 of script in progress Gameplay Decided enemy units for prologue Completed multiple map concepts (Chapters P-6) Currently balancing stats for prologue units Music drafting/planning instrumentation and themes Programming All movement skills implemented The prologue and chapter 1 have been implemented --- EXAMPLE WORK Here's a sample of the opening cutscene music, written by Josh, one of our musicians. And you can follow our overmap sprite progress here! --- DEVELOPER COMMENTARY SPOTLIGHT: Chapter 1 map design by kdports (Disclaimer: These are all placeholder assets.) Objective: Defeat Boss My name is kdports, and I’m one of the lead map designers of the Saga of Spirits: Eon Compass team. Although we have a significant number of maps conceptualized, approved, or implemented, I’m here to show off one of my personal favorites today. This map, taking place very early on in the game, finds Farren and co. in a precarious position. Although some of the art is obviously still a work in progress, this map provides a variety of opportunities for various rewards in the form of villages scattered throughout the map. However, the drive for loot comes at a cost: reinforcements will continuously spawn at the two sets of two forts at the top of the map, and stream to the south in an attempt to overwhelm the player. Clearing this map isn’t particularly difficult, it’s only a 2 turn walk to the boss after all. But only the best players will be able to reach all three villages and clear the chapter. Oh, did I mention that all four of your starting units are essential, and any of their deaths is an automatic Game Over? I hope you’ll enjoy playing through this map and others during your journey through Erideill. If you would be interested in helping create some maps, keep on reading! --- OPEN POSITIONS If you’re interested in joining the team, we’re always looking for anyone who’s interested and can lend a hand, but in particular we’re currently in need of: Art Pixel sprite animators (for both overmap sprites and GBA-style battle sprites) Map terrain spritesheet/tileset creators (pixel art) Armor concept artist/designer Character concept artists/designers Sound/Music Composers SFX Designers Playtesting Dedicated playtesters, both for finding bugs and for testing game balance (preferably able to actively playtest several times per week and be able to follow the documentation formatting) Programming Programmer with a Mac and Game Maker: Studio 2 to build for Mac Other roles that we’ll accept but aren’t in immediate need of include: Writing Beta readers and editors Gameplay Map designers --- Thank you very much for plopping by! We hope to see you in the next update! And if you're interested in joining the team, just send us a message and we'd be happy to bring you on board! :D
  4. "Ten years have passed since the invasion of Galicia by its sister nations, Vestfold and Muserta. Despite the war’s end, famine still runs rampant throughout the continent of Erideill, placing many at risk of starvation and disease. Farren, the young leader of a small group of thieves, receives a simple job from an unknown patron; retrieve a small artifact from the mansion of a corrupt noble, and receive a handsome sum in return. Though eager to provide for his crew, Farren soon finds that his employer isn’t the only one looking for this treasure – nor does he understand the true secrets behind its mysterious past. He soon finds himself at a crossroads with a number of factions, all with their own personal agendas. With alliances thrown into question and enemies emerging at every turn, Farren soon finds himself embroiled in a conflict far beyond his wildest expectations – a battle that will determine whether Erideill will live or die in the hands of those who seek to protect it." --- Hey all! This is Omega, one of the project leads of Saga of Spirits: Eon Compass! Originally organized by u/sadness20 on Reddit, we are developing a fan game based on Fire Emblem. Our first posts were to Reddit (Links here: 1 2 3) and Fire Emblem Universe (Link), so the project has been in the works for quite a bit. This thread will contain all of the progress updates we will post from here on out. Over the last nine months we’ve made a fair amount of progress, and we’ve decided that we are ready to start sharing monthly updates with the community! We're all very excited to see our work slowly come to life, and hope that you'll share in the excitement with us! Below is a brief snapshot of our progress so far. --- Current Progress Art 34 classes and playable characters have received concept Cavalier and Pegasus Knight overmap sprites completed 9 classes and playable characters currently in production Wyvern Knight overmap sprites currently in production Writing Script drafted up to the start of chapter 3 (Prologue, Chapters 1 & 2 are complete) 17 full supports drafted and under review Currently refining/fleshing out Act 2 characters Gameplay Decided enemy units for Prologue Completed map concepts for Chapters P-6 Currently balancing stats for prologue units Music Main motif established Several pieces started --- Example Work Check out some examples of our work so far! Some character and UI concept art: (Link for the album) UI Concepts: Support, promotion, and battle screens Dalthus, an early game Void Mage Gudsbolt, a Fafnir, a manakete analogue Pegasus sibling trio Prologue map concept Play an engine sample build here: Link Instructions for build setup and controls (Included inside this playtesting guide): Link Note: This build is strictly an engine demonstration. All assets at release will be original assets. You can follow our overmap sprite progress here! Link --- Open Positions If you're interested in joining the team, we're always looking for anyone who's interested and can lend a hand, but in particular, we're currently in need of: Art Pixel sprite animators (for both overmap sprites and GBA-styled battle sprites) Map terrain spritesheet/tileset creators (pixel art) Armor concept artist/designer Character concept artists/designers Sound/Music Composers SFX Designers Playtesting Dedicated playtesters, both for finding bugs and for testing game balance (preferably able to actively playtest several times per week and be able to follow the documentation formatting) Programming Programmer with a Mac and Game Maker Studio 2 to build for Mac Other roles we'll accept but aren't in immediate need of include: Writing Beta readers and editors Gameplay Map designers --- Thanks for stopping by! If you're at all interested in joining the team, just send me a PM and I'll invite you to our Discord.
  5. Out of curiosity, what new gay pairings could we expect to see?
  6. Thanks a ton! CQ has been kicking my ass lately, haha
  7. Hey all. Does anyone have a Selena with Astra and Replicate?
  8. I meant this as a skill request, haha I guess the wording was pretty ambiguous
  9. I'd prefer to put this in a skill thread if there is one that isn't outdated, so mods can remove this if necessary.
  10. Chiming in really quick, have you considered having Mastery/proc skills be activation based, using HP (Aura in this case) as a resource?
  11. I've replaced both map and combat music before, they have different effects if they're different lengths. In the case that the replacing song is shorter than the replaced one, it will work/loop just perfectly. In the case that the song is longer, combat songs will completely cut out until another battle sequence starts. Map themes will just loop early. I don't recommend it in most cases, it can be pretty jarring but it's great if you have one of adequate length. I have Id (Purpose) replacing A Grasping Truth and it's amazing.
  12. IIRC, Pelleas is going to use Thunder and Dark?
  13. Luckily, the engine I'm working with—Multimedia Fusion 2—is quite simplistic and easy to understand. I've had experience putting small games together, and working with a Mega Man engine a few years back. Maybe that was a bit of an optimistic estimate, but I'm confident enough that it won't take something like six months. Stat caps will be as high as you want. To accommodate as well, the formulas will be editable as well to account for any scale you want your stats to operate at.
  14. Skills are most certainly going to be included in the engine, as well as a basic framework for anyone who wants to make their own. The current Fire Emblem weapon types we all know and love will be preset in the engine, as well as magic. However, you will be able to add and remove weapon types at will, as well as control how they interact with one another, ala weapon/magic triangle. You can edit them however you want, for example, you could make swords effective against fire, weak to axes, also effective to swords, which are neutral to lances, ect... Essentially the triangle is just a simple matter of how weapons interact with one another, and you can change that almost in its entirety.
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