Music: The Winds of Feather

Hey everyone, been awhile since we've updated any of our social media. We hit a groove where working on the game became easier/less stressful than Facebook, Twitter, and this website, and like with all good grooves, we rode it until it ran out. (I think that's what you do with grooves.)

So while I do have a pretty cool tune to share with everyone today, I want to get a few facts out of the way first.

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Scarfoam Coast: Water, Kings, and Falls

So it has once again been way too long since I updated our dev blog. It's funny, I'm looking at that progress report from four months ago and thinking, "a lot of those numbers now read 100%." Progress is happening, and it's going quicker than slower to boot! All of the levels are done save some little details here and there, we have battle maps for every level but the one I'm about to talk about, we're maybe two songs away from having a full soundtrack, and all the dialogue is done save for one final round of editing.

We don't have a specific release date yet, but you know, soon.

However, we're here to talk about the Scarfoam Coast, or the water level in Land of Glass. This was the level I think both my brother and myself were dreading to make, partly because we had no idea what it should look like, and partly because the water engine can be finicky to work with. It does a lot with a little, but you have to know how to make it work to get the best out of it. Thankfully, I know the guy who made it.

Also, I made him do all the water.

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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!


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%


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%


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%


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.


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%


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%

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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.

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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.

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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!

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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

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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.

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