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%

Read More

Development Update: Before and After

On the last development blog, I posted a bunch of pictures of the Smaradagus Swamp, which is an example of what our game will look like when all of the proper art assets are in place. Well, we have more art assets in place! I've been spending the last few weeks going through some old levels and sprucing them up, adding trim to houses, grass to floors, and a bunch other little odds and ends to our world that really makes it come to life.

Read More

Smaradagus Swamp: Muck, Tradition, and Stagnation

So it's been a full year since I've done a level writeup and then posted a ton of pictures, which is a transgression I shall now fix! I hope you like swamps.

The Smaradagus Swamp is a rather gloomy place located right smack-dab in the middle of Vitrerran. It's populated by a group of frog-like creatures called the Tranalid, and on the whole, is the biggest nuisance on the continent.

Click for more

Read More

Music: We are the Ocean Born

Hey, have some more Vitrerran music why don'tcha!

So, this song is the main theme for The Scarfoam Coast, or our water area. I was trying to channel my inner Alestorm, and while I probably missed that mark by a wide margin, I am happy with what I got going here. This song was super fun to make!

What sets this one apart, I guess, is that it uses a new plugin called Sakura. Well, not "new" to the world but new to Dual Wield Software. It came with some awesome strings, including the violin and guitars you here in this song. I finally have an upright bass, guys. You have no idea how happy that makes me. Got a wicked nice harp too.

Pretty sure the Greyjoys liked to go "we are the iron born," so that's where the title is coming from. I'm finding it harder to pun off of A Song of Ice and Fire things as I make more tunes. I haven't read the books in a very long time.

Anyhow, cheers. Hope you like the song, and as always, follow us on twitter @DualWieldSoft, find us on FB, and some third thing. I dunno.

Song after the break!

Read More

More Music!

Holy crap it's been two months since we last updated anything! I'm...really really sorry about that. Been a crazy year so far. There will be a bigger update on THAT sometime in the nearish future, by the way.

For the now, here are two songs, both of which are on our Youtube channel.

More after the break

Read More

Viper’s Bite

Progress continues with The Land of Glass, this time in the form of a new song. I’m quite happy with this one.

“Viper’s Bite” will be the battle theme music for the Sekhtus Desert.

This song started off as the night-time, rock tune for our Global Game Jam 2016 game. I created the original draft in around five hours on little sleep, and it featured some okay-sounding electric guitar and organ. It was mostly unmixed and unmastered because I ran out of time to do those things.

I liked it then though, and I wasn’t going to just let five hours worth of work sit there like that. So I loaded it back up and re-purposed it.

The okay-sounding electric guitar is now an acoustic guitar–actually two of them, each sounding a little different from each other–and the organ is now a ney flute. Wikipedia says that instrument is prominent in Egypt and the surrounding area.

Like the last song I made for The Land of Glass, there was a nice amount of collaborating at work here. I built the basics, and my brother helped me fix a few things up, partly in pointing out which areas were horribly out of key. I’m a hair tone deaf and have problems with some of that.

And like all my other songs, this one has a nod to A Song of Ice and Fire, The Red Viper being a character from the desert city of Dorn. It’s a bit less in-your-face (and not as clever) as “When Winter Fell” or “A Storm of Sounds,” but it’s the best I managed to do without getting overly wordy.

I hope you enjoy!

The Land of Glass 2015 Progress Report

With the start of a new year comes both resolutions and reflections, and while we aren’t quite equipped with promising any of the former, we can certainly offer the latter. 2015 was a pretty busy year for The Regret of Vitrerran, and we’d like put out a kind of progress report of sorts. For those interested in the game, it’s only fair you know how far in we are; and for us making it, well, having this out in the open is very helpful.

What follows is a haphazard list of what goes into making a video game and how far we’re in. Please keep in mind that the percents are rough estimates and some categories are much bigger than others.

Read More

Development Update

Hey everyone, it's been another long bout of time between updates, meaning it's time for another apology. I really, really don't like these voids of silence, but right now, there isn't much progress to show. That might not change for awhile, either.

I've spent the last month or so working on dialogue, finalizing Herahk/Aros and Kvalt/Tylek's journeys through the first five dungeons we have mapped out. I won't lie, they've been difficult to work with. Those four characters have been my problem children from day one, and that maybe wont' change ever.

However, I've smashed their campaigns into something pretty special, and I think you'll like them, especially Herahk/Aros. I really, really like how they've turned out.

To put this into some perspective, the Word document with all of our video game's dialogue currently measures something like 30,000 words, give or take a few hundred. That's a lot. When Vitrerran is all said and done, it'll be the size of a small novel.

On the reverse, Joe has been working on more menu stuff. The last few major bits of programming we need were the buy/sell menu (complete with merchant) and a crafting menu. Well, they're in the game, though none of the assets are, so there's nothing to show for it yet.

I want to say soon, but drawing portraits for our merchant/black smith aren't high on the list of priorities yet. There's still so much more to draw first.

The future holds more work. Work work work work work work work! I plan on hitting up more levels, fully fleshing out the Sehktus Desert and Arboravin Jungle now that my problem children have fully walked through those areas. The thing is, I've already posted tons of pictures of those places, so more really might not mean much.

I also want to keep some things secret for narrative purposes.

Joe, on the other hand, is working on some card effects right now. We want our special cards to look like the kinds of foil cards you'd get out of a random pack of, say, Pokemon cards. I used to collect them when I was younger and damn it, card games need foil cards. It's just fun. A little random reward for your time.

That, honestly, shouldn't take him too long to finish up. I'm not positive where he'll go next, but I can imagine it'll be more design work or churning out more magic cards. The campaigns will be easier to balance when they're all in place; all we'll need to do is tweak their numbers.

So that's it for now. Vitrerran lives and will continue to live until it's done.

Read More

Mount Nefisigg: Snow, Castles, and Knights

As production for The Regret of Vitrerran continues, I'm finding myself heading back to older levels to spruce them up a bit or even completely add new parts. As I was building the interior of Castle Alboiss, it occurred to me that I've yet to write a blog about Vitrerran's ice level, which is strange since it's been fairly complete for a long time now and acts as the setting to our demo. It's high-time we've had a writeup about it!

Click For More

Read More