Elysian Shadows

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mazonemayu
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Re: Elysian Shadows

Post#31 » Mon May 20, 2013 12:11 pm

thanks Falco, seems to be coming along nicely
We are SEGA generation.

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Raen
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Re: Elysian Shadows

Post#32 » Mon May 20, 2013 2:32 pm

It sure does look good :-)

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VasiliyRS
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Re: Elysian Shadows

Post#33 » Mon May 20, 2013 3:14 pm

Nice art, i do like what you are creating.

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Falco Girgis
Developer
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Re: Elysian Shadows

Post#34 » Mon May 27, 2013 7:20 pm

Held our third Live Stream/Demo on Youtube this Saturday. We had a great turnout with over 100 live viewers at one point. We showed off quite a bit of art, music, and gameplay mechanics along with the Toolkit (and of course a Dreamcast demo).


[youtube]http://www.youtube.com/watch?v=ecjtXlo89K0[/youtube]
http://www.youtube.com/watch?v=ecjtXlo89K0
The Dreamcast demo starts at 41:11.

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Falco Girgis
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Re: Elysian Shadows

Post#35 » Wed May 29, 2013 1:39 pm

If anyone is interested, we just posted the blog article that we talked about during the stream, discussing some of the features and their back-end implementation.

Image

http://elysianshadows.com/dev/project/blogs/underlying-technology/107-elysian-shadows-live-stream-3-progress

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Falco Girgis
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Re: Elysian Shadows

Post#36 » Mon Jun 17, 2013 12:32 pm

Our salute to Chrono Trigger's Millenial Fair...
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mazonemayu
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Re: Elysian Shadows

Post#37 » Mon Jun 17, 2013 2:54 pm

that looks soo sweet!!!
We are SEGA generation.

Subscribe:

https://youtube.com/user/mazonemayu <———gameplay vids be here

Visit:

https://www.flickr.com/photos/150479343@N06/albums <—-collection piccies here

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Falco Girgis
Developer
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Re: Elysian Shadows

Post#38 » Mon Jan 13, 2014 5:30 pm

DCemulation.org News wrote:Team Elysian Shadows has just released Adventures in Game Development Chapter 21, a feature-length look at the inside development of Elysian Shadows, a top-down Chrono Trigger-influenced indie RPG for Dreamcast as well as various other platforms.

The video spans almost an hour and a half, and looks at development from the perspectives of the artists, musicians, and software developers. A dynamic lighting engine, 3D audio engine, several pathfinding algorithms, various tilesheets, and two background music tracks are created and demonstrated within the video, complete with the trademarked antics and dysfunction that made the series so appealing to their Youtube audience.

While the Dreamcast build is not actually demonstrated in the video (we broke a few things adding the lighting and shaders), it is mentioned many times. The team jokes about having an optional boss that corrupts your VMU's non ES save files until you beat him, and forcing the player to manually invoke Lua's garbage collector by pushing the R-Trigger to clean up after Tyler's scripts.

Please note that this game is cross-platform at its core, originally came into existence as a Dreamcast-exclusive, and will always be a Dreamcast game in my own heart. We're looking forward to continuing support for our favorite little white box.


[youtube]http://www.youtube.com/watch?v=iMsB17loGcY[/youtube]

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naiaru
photon blast
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Re: Elysian Shadows

Post#39 » Mon Jan 13, 2014 10:02 pm

I tried to stay up to watch chapter 21 but pussied out and watched this morning instead. Are you guys going to be supporting anamorphic widescreen on the Dreamcast? (a la Rayman 2 or Pier Solar HD) And can we use the thumbstick for movement? And are you guys doing anything with the VMU (like how Virtua Tennis reenacted what you were doing with little stick figures, Resident Evil CV (sorta) told you your health or Sakura Taisen 3 told you an enemy's HP & MP and had a mini-map)?

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Falco Girgis
Developer
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Re: Elysian Shadows

Post#40 » Tue Jan 14, 2014 10:53 am

Y'know, I honestly have not looked into what is involved with anamorphic widescreen on the Dreamcast, but it has always been in the back of my mind as something ES will have before launch... I would imagine it's probably just a hardware thing that needs to be enabled.

You will definitely be able to use the thumbstick for movement.

And yeah, we have definitely planned to make extensive use of the VMU. We aren't quite sure what exactly it will display, but it will probably be something along the lines of HP and MP or a mini map. I am also a fan of what Skies of Arcadia (I believe) did, with using the VMU beep for an item locator.

I was also really looking forward to going balls deep into some assembly and making an actual VMU standalone minigame that tied back into ES. These are still things we're toying with at the moment, but we are definitely planning on having them before release.

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