As you might have seen in a recent Patreon update, we finally have a finished build of our demo available to play on PC and Android (and soon Mac). In the days before MIGW we put that demo, along with art, video, and other goodies, onto 100 custom USBs. If you caught up with Tristian while they were in Melbourne you might have snagged one of these for yourself already. If not, we’ll soon be opening a new donation tier on Patreon so we can send you one in the mail – worldwide! If you just want to play the demo, you can download it from our itch.io page.
It’s been a little while since GXAus in April, and those of you who met us then might be wondering what’s happening with the demo. We’d hoped to have it online shortly after the convention, but lining up the schedules of voice talent, direction, and sound/music people has taken longer than expected.
We’re taking the opportunity to re-record some characters to ensure consistency across all voices, and are making sure the music is the best it can be.
The second we’re able to, we’ll be putting the demo up on our website and itch.io so you can download and have a play for yourself (and show your friends!). We’ll be initially releasing for PC and Mac, with hopefully an Android build soon after.
The 20-30 minute demo we showcased at GXAus constitutes only a small portion of our whole game. The whole story – where Jackin is thrust into deciding the future of the empire – takes place over the course of a week. The demo is just a snippet from Monday morning.
We’ll be splitting the game up into six chapters for episodic release, with each chapter constituting roughly a day of game time, so our next milestone will be getting Chapter One into your hands.
My favourite part of our game is the range of characters, and the fact that I’ve been able to create moving, breathing, emotive animations from 2D drawings is really exciting. The software that allows this, Live2D, has recently undergone a major update, so we’ll be updating our cast to the new format. Of course the software is also made in Japan and English documentation is tricky to find, so teaching myself how it all works can take time.
While it’ll take time to update our character rigs and animations to the new format, we’ll be able to do much better work with them down the line.
A mentor of mine once said that in game development, while you can plan out the next few months, after that you’re just telling stories. As such, while we’d be super keen to be at Melbourne Games week again and to show off our demo at PAX, we can’t make promises on how far our funding will go. Our first priority is to pay our talent promptly and properly, and we’ll see what we can do for convention tickets afterwards.
Rest assured we’ll still be plugging away on the game. Melbourne’s amazing coffee might just have to wait…
As you can see our character sprites are all fully painted, and the process of bringing them to life in Live2D is under way. The difference that a full paint job makes is pretty astounding, as you can see in this close up of Safelor here:
We really can’t wait to show off how they look when they’re moving!
Take a look at our first teaser trailer for Death of Magic, initially shown at GX Aus.
Let us know what you think in the comments.