Blog
2016 Progress Report

Early last year I published a progress report of what we’ve accomplished on The Regret of Vitrerran. Well, another year has come and gone, and it’s time to do another one of these. Much like the first one, these percents are estimations, not all categories are created equal, and we are hoping to have this game done and out within the next eight to ten months.

2016 was a super productive year!

Maps

We’re defining maps as the level geometry throughout Viterran. If you’ve caught any of our Let’s Builds or our blog posts about the various countries across our continent, then you have a strong understanding of what we’re talking about.

Ice level: 100%

Fire level: 100%

Jungle level: 100%

Sand level: 90%

Wind level: 30%

Swamp level: 100%

Water level: 10%

Neutral level: 15%

Battle Maps

We’re defining battle maps as the small, usually 16x16 square maps where battles take place. There are between 10 and 15 per dungeon.

Ice level: 90%

Fire level: 100%

Jungle level: 0%

Sand level: 90%

Wind level: 0%

Swamp level: 80%

Water level: 0%

Neutral level: 0%

Dialogue

We’re defining dialogue as how far a set of characters are through their respective campaigns. It should be noted that all dialogue with the Merchant character—some 17 pages worth—is finished. I have not included those tallies in the below figures.

Kvalt/Tylek: 63%

Pakasoph/Caud: 100%

Herahk/Aros: 63%

Marcus/James: 63%

Art

Artwork is one of the biggest things we have left to do for Vitrerran, yet some aspects of it shouldn’t take that long to do. The portraits are a bit of a time-sink, but the animations themselves aren’t all that bad because once one walk cycle is completed, it’s just a matter of following that path. The mold’s been created, so now it’s time to replicate it.

Level Tilesets: 85%

Character Portraits: 50%

Character Animations: 40%

Cards

We really can’t estimate how far we are on the card front because Vitrerran promises to have a lot of them, and “a lot of them” isn’t a number. We’re making them up as we go in a sense, but the good news is they aren’t terribly difficult to make or churn out.

That being said, we do have at least half of them finished.

Sounds

Of all the rough estimates here, sounds are probably the roughest since I cannot say for certain how many sound effects the game will need. I also can only estimate how many songs we’ll have, but ideally I’d like to cap that number at 20. That’s two per dungeon for a total of 16, and then four more for things like boss fights and our overworld music.

Music: 60%

Sound Effects: 15%

Design

We’re defining design as playable and complete levels from a purely gameplay-driven perspective. This includes all fighting and rewards only.

Pakasoph/Caud: 40%

Kvalt/Tylek: 25%

Herahk/Aros: 25%

Marcus/James: 25%