Art 002 : Gargoyle side shot
Some artwork of the gargoyle boss from the side.
2023-12-13 16:25:28 +0000 UTC View Post
Some artwork of the gargoyle boss from the side.
2023-12-13 16:25:28 +0000 UTC View PostHere's the current movement AI for the gargoyle as well as her introduction and her expandy animation.
2023-12-13 16:19:33 +0000 UTC View PostShowing off various weapons and spells as well as the golem head boss.
2023-12-13 16:17:56 +0000 UTC View PostThe past couple weeks have been pretty busy, but I managed to get quite a bit done this time around. The golem boss is basically done and really just needs to be tested at this point. I would also like to spruce up the appearance of his arena as some of the platforms are floating and it doesn't really stand out visually. Though that's a bit low priority until I get the gargoyle boss done.
And on the subject of the gargoyle, I've gotten her traversal elements down as well as her intro and when you defeat her. Though I don't have any of her attacks implemented yet. I'll upload a video showing so if you don't mind being spoiled on her intro dialogue. What's in the video will show how she adjusts to your position, kind of trying to pin you into a corner if she can without bullying you by jumping INTO you or onto your platform. You'll probably notice that unlike the golem boss, the camera is fixed. I specifically did this so you'd be able to see the whole arena like a more traditional boss fight. So you should be able to see her at all times.
I also made it so if you run into her, she shoves you to the other side, this way if you accidentally get cornered you won't get stunlocked. As well it will allow you to pass through her when using phoenix dash. I'm actually very happy with how her movement works. It may not seem so exceptional to look at just yet, but once I've implemented her attacks, the positioning will make a lot more sense.
In regards to that, her AI is programmed in zones. There are six horizontal zones and two vertical zones. (Though she tracks Aria into a third upper zone that will be specific to attacks and not movement) She uses the zones to adjust based on your position so she can use melee attacks properly. The plan is that whenever she has to 'jump' to get to you, she will give off a tell and then jump into Aria's zone with an attack (which you are meant to dodge). Though if you just stand directly next to her, she will execute an 'on level' melee attack.
Those will be the primary methods of her attack, but she'll also have a couple projectile attacks. Of course, if you hypercharge her with the inflation powerup, then she will activate attacks a little faster and be generally more dangerous. She'll also gain a new attack which you will have to duck under the solid platforms to avoid.
Once I have a bit more done with her AI, I'll also get my composer to make another music track for her specifically. (So the golem music track you hear in the video will not be used)
Also, I will upload a video of the golem boss fight showing off various weapons/spells so you can see how they interact with the boss and their limits. It should be separate from the gargoyle video though so if you don't want that sort of stuff spoiled, then you can avoid that.
Lastly, I'm considering opening up a fourth tier that would be significantly expensive, and limited, which would offer an expandable NPC slot so I can raise funds. (As in you'd get to have an expandable NPC in the game that you choose) If I decide to do so then I'll post about it beforehand to let everyone know. I may approach it differently by offering them as individual orders if there is demand for them so that everyone who wants one could get it.
Now that talimari has been picked, they won't be available this round. I'm going to keep elf off the poll for one more month, then I will make elves available once more.
2023-12-01 08:17:03 +0000 UTC View PostThe second NPC poll has ended and this time we'll have a talimari adventurer! Of course a talimari adventurer is very fitting as they are a highly curious race. Though curiosity can often result in trouble and I'll wager that she'll likely run afoul of her own eagerness. I'm thinking this may be a good time to mix things up a bit and add some belly into the picture. Perhaps such a talimari might find herself a fertility idol...
I'll have the next pair of NPC polls up shortly.
Some animations for the boss that I'm currently working on. A BE animation for if you use the wind inflate spell on her, an animation for when she breaks out of stone,(There will be in game stone that bursts off her that you don't see in the animation) and what she looks like in a ready state both unbuffed and buffed.
2023-11-29 23:51:23 +0000 UTC View PostThis will be the track for the golem head part of the first boss. Done by my magician musician Eclipseaudio. He's done most of the tracks for the game so far.
2023-11-29 23:38:17 +0000 UTC View PostMost of the time spent these couple weeks has been tuning and finishing up the golem head portion of the boss fight. I got the remaining SFX done and also got a track done for this part of the boss fight. (I'll post that after this) I also finished and implemented the boss damaged and destroyed appearances and got his death animation done. The only thing I keep forgetting to do is the shield visual effect.
In terms of the gargoyle boss fight, it still needs a lot of work. I've gotten a couple of animations done as well and there will be more to come. I'll upload the more fun animations here for patrons to enjoy. Currently on my plate, I am working on a few of her animations before I go at the coding element of it again. I may just use silhouettes for several of them as placeholders so I can get to work on the coding part, then come back to detailing them.
Overall though, there isn't a lot to report this time around. Just working through the boss fight.
Since I will be showing my own pixel art, I'll also go ahead and start to upload artwork here and there that I get done that is directly related to the game. At some point I'd like to add an in game art section as well for the art I've gotten done. For this first post, I'll start with pictures that you can find elsewhere, then move onto some that will only show for patreon and in game.
2023-11-22 19:33:25 +0000 UTC View PostHere is her voice. In the game, there will be more SFX added to coincide with what's happening. The VA is kryptokitty.
2023-11-16 00:00:12 +0000 UTC View Post
Here is the gargoyle boss's base form and her hypercharged form.
2023-11-15 23:44:54 +0000 UTC View Post
So I've finished all of the first part boss mechanics and almost all of the appearance elements (save the background), just missing a couple effects and SFX. I've also been working on the second part of it now and I have the sprite worked out for that part and will now start creating her combat sprites. Here you can see what she looks like normally. I might improve her some more too, but this should be how she looks for the most part.
In terms of the fight mechanics for this part, the boss will be more mobile. I plan for her to have some hovering and climbing mechanics to force some verticality into the fight, but will try to avoid making her dart about. She'll still be quite the heavy woman since she's made of stone!
In other news, I did take a moment out to develop the power you receive from beating the boss and now some ledge grab elements have been added. When you defeat this boss you will be able to grab ledges so long as you're not stunned or taking damage. I believe I've properly implemented this since I used code I am familiar with, but only testing will tell.
Finally, I have decided to give the bosses some voice acting. The gargoyle portion of this boss fight will have some voice lines and I will upload those for Patrons. As well, I will upload the 'powered up' version of the gargoyle sprite for them too.
Here is Mallory's transformation! I followed in line with the emphasis on a bar maid's bust and blimped her boobage. For this you can see the actual growth that will occur. (Though the frame rate and animation speed and all that will likely vary in the actual game) The second is her idle animation and appearance after you've given her the transformation item. I'll make it so that you can repeat the animation in game, or downsize her back to normal if you prefer the smaller size
2023-11-11 18:27:44 +0000 UTC View Post
I have finished the first NPC that will appear in game and named her Mallory! This lovely alewife will show up in the first inn that you start in. (Once I program the new NPC 'expansion' system down the road) You'll be able to have the usual single thread conversation with her, then being given the option of using an item on her. Once you find, or purchase, one of these items later down the line, you can come back to her via the book teleportation system and use it on her.
What happens when you do so? Well you'll just have to wait and see! (Unless you're a 2$ or above supporter. Then you get to see in just a few minutes here once I upload it)
I'm currently still working on the boss and things have been slower going than I thought they would be due partly to job related issues and partly to having to rework some elements. However, I can at least show off some early work on the boss and talk a little about the plan for them.
The first thing to note about this little bit is that the arena isn't finished yet. I plan to spruce it up more so it looks more visually appealing. Most of the actual arena design elements feel enjoyable currently, but I still have to add a couple mechanics for the first phase. The second phase isn't in a space to actually work currently and I had a lot less done than I thought spritewise. I found that some of the mechanics were hard to spot and understand so I added in some more to make them stand out visually. You can see the red outlines and then the red xs on the ground now and hopefully this conveys the danger zones adequately. One element not showing will be a laser from the boss's eyes and he'll telegraph that, but I don't think that'll be necessary to have red outline around since it'll be so in your face.
The ground slam mechanic currently throws a lot of stones and forces Aria to 'hop' if you are on the ground when he hits. In addition, spikes spawn as you can see and will drop down. One spike will always form over Aria to force you to move. The others are carefully distributed so that you should be able to find a two space spot nearby. (They're distributed 1 per 3 spaces)
At a certain percent, the boss will shield himself and you'll have to destroy a power node. You can see this in the clip, but it doesn't show the shield visual on him yet.
There will also be an attack node that periodically gets activated and created a ball of lightning to chase you to a spot and then zap it a few times. More so meant to keep you on your toes than anything, but I am worried this might make the boss harder than intended. Only way to know is to test!
I also haven't programmed in the boss damage indication that will show how much he's hurt, nor a health bar. There isn't any music designed for the boss, but it will be like that until after I finish the boss and then I will show the fight to my musician and have him compose for it.
So like I said, it's not as much progress as I had hoped, but I think that everyone will like the second phase! I won't spoil it just yet, though it will be a little bit less static and more visually satisfying. ;D
Here's the second NPC poll. Because elf won the previous one, it will be excluded in this poll.
2023-11-02 02:48:50 +0000 UTC View PostThe first pair of polls has ended and the results are an elven barmaiden! Keeping in line with how they are typically depicted, I'll be sure to give her plenty of cleavage and her expansion will be focused on 'handling weighty liquids' :D. I'll post her portrait and in game sprite up as soon as I am able to finish her. As well I will post her expansion for members to view. Thanks for voting! I'll have the next pair of polls up shortly!
2023-11-02 02:43:57 +0000 UTC View PostSo that everyone can see what the general outline of the game will be in the future, here's a rough roadmap for what I have planned, what I hope I can fit in, and what would be fun to have, but I am not certain I will be capable of pulling it off.
Planned:
-At least 4 primary bosses
-New symbol and sprite system
-A new powerup which gives Aria a size and booty boost
-Four more weapons
-Four more spells
-Four more distinct environments
-At least Five 'alternate' environments
-More split paths
-A large variety of upgrades/unlocks for the player (I don't have a specific count)
-At least ten more dedicated puzzle shrine areas
-NPCs which can be expanded/tfed
-Developing the story further
-Adding more game options such as resolution changes
-Easy, Normal, and Hard difficulties
Want to add:
-Extra bosses and side bosses
-More weapons/spells
-Special hidden environments/areas
-Costume/skin system allowing the player to unlock costumes to swap to
-Enemy AI variety based on difficulty (Such as the AI performing different moves or special moves on harder difficulties)
Low chance of making the final cut:
-Inflation/expansion minigames
-Shrines specialized around unique tfs
-Hidden weapons/spells
-Nightmare difficulty
-Nightmare exclusive paths and environments (I don't want to spoil the concept here, but these would be areas that are rather high on the scary/spooky meter and only available in this special difficulty.)
-Achievements
I'll also note here that even if it doesn't make the final cut, I might add things later down the line after the game releases if there is still interest in it. I don't know what things will look like later down the line, but the things I have listed as 'planned' are what I'd consider bare minimum acceptable. Consider this more of a rough roadmap to show what my current plans look like.
As well, I will listen to feedback and ideas too. If I can fit things in that add to the game I will do so.
As I had noted during the game build update, I'm currently at work on the first boss. I haven't sat down yet to program them, but instead most of the work has gone into the spriting, planning, and setting the stage up for him. So right now it's mostly just some framework that was laid out, but not much else. I'm going to continue working on the boss as of now.
The feedback I've gotten on the game has showed me that I need to change a few things and rework some. There's been demand for extra 'power' levels, so I've decided that I will rework how Aria's sprites work so that I can fit in more sizes.
I also got feedback on dying in the game and not many seemed to enjoy losing all of their power levels by accidentally falling into a pit. As a result, I'm going to use the new system in a way to both increase her max sizes and also create a 'death' buffer for players. This is my plan for the system:
-The player obtains goddess symbols
-The first three will have an impact on the power level of her weapon
-Aria's sprite will change based on the amount of symbols she collects up to a max
-The amount required to 'upgrade' her appearance will increase each time
-There will be a max number of extra symbols you can carry
-When obtaining a symbol, Aria will gain a teleportation charge up to a max
-When falling into a death pit, if Aria has a teleportation charge, she will be teleported back up to where she fell from at the cost of one teleportation charge
-The amount of max teleporter charges can be upgraded
So I want to maintain the punishment of dying as losing all your symbols, but make it harder to lose everything to just slipping off an edge.
Also, some of the enemies in the game currently don't hurt you when you collide with them. Namely the archer, dryad, and the red mushroom. While knowing you can safely pass the archer and dryad without bumping into them isn't that important to the player, the red mushroom being safe to approach IS important since if you are using the blade weapon you aren't supposed to attack them. Rather you can approach them and they will puff up and then detonate a moment later giving you time to retreat. I'll figure a way to show the player this in the next build!
After I finish the boss, I will likely move to revamp the sprite system and implement this new symbol system as well.
So here is the first non-demo build I have laid out. v0.4.4.0
https://drive.google.com/file/d/11EnrE8oKxkaxLntgp2oETJwVz5AHVoMO/view?usp=sharing
Edit: Fixed the build. It had several transitions flagged as visible and several dev elements still enabled. Sorry about that.
I was going to upload it to patreon directly, but apparently there is a file size limit. So I will have to use google drive to share them.
In this build there are several levels that don't appear in the demo build and I also fit in the introduction dialogue between Milan and Illaria for Shopia. Currently the dialogue runs pretty quick and it'll likely get adjusted. I may just have the dialogue pause the game completely, but for now, it will run as you play and hopefully feel less intrusive.
I have also added in some graphical options for rain effects. If you are experiencing any slowdown, try lowering or disabling some of these options. I've tried them on my old Win8 laptop and they seemed to work. Let me know if you tried lowering/disabling them and still experience slowdown.
The save system should be fully implemented now and I'm hoping there won't be a time when I have to release a build which wipes progress. I believe I have thought of everything, but chances are I missed or forgot something.
Though the game settings file is a different story and will likely need to be deleted some time later down the line.
Next on the list is working on the first boss enemy. Once the boss is done, that will be the end of 0.4 and I'll be moving onto 0.5. Next week I'll make another devlog and lay out more of my plans and figure out a rough roadmap.
2023-10-11 09:34:27 +0000 UTC View PostOk! First update. I think I will try to do an update once every couple weeks to let everyone know how things are progressing.
In regards to that I should note that creating the demo came from my splitting the project in two. On the demo project I was making sure everything worked, but came across quite a few bugs and things that needed to be changed. As a result, the first thing I'll be working on will be making those same changes to the core game. It shouldn't take long since I documented it all.
I also want to warn that the game demo version will use a separate save system and the saves will not be compatible with the current build into the completed game. (I will likely make another demo once the game is complete which will share the same save system) With that said, I am going to spend some time planning out the save system as well so that once I make the latest build you shouldn't have to worry about deleting your old save. I'm going to try and avoid forcing you to wipe your save file after the game releases, though there's always the possibility I will need to modify the save system again.
So for the immediate time I will be fixing up the game, planning out the save system, and building the game out to be ready to release as a 'current build'. Once that's done, I will add the current build of the game here on Patreon and then update that post with different versions as they become available.
Here is the first poll related to the species of the first expandable girl! Remember: Whichever one gets picked for this round won't be included in the next one!
2023-10-04 02:36:14 +0000 UTC View PostIt's over here: https://silverearsentertainment.itch.io/arias-dreamland-dissonance
2023-10-03 09:15:47 +0000 UTC View Post
Here's another powerup that's not currently in the game yet. Results from eating poundcake! You can look forward to tromping about the land in glorious thickness with this powerup.
2023-10-03 08:37:54 +0000 UTC View PostThis is to verify how I'll do the polls. Each month I will do two polls which will each last until the end of the month. On the first of each month I'll announce the winners to the polls.
The first poll will be what species the next character will be and the second will be their appearance/profession.
For now I will base the species poll on the reference sheet I've posted up, but I may open it up further to others later down the line. As well, each time a species wins a month, I'll remove it as an option for the next months poll to prevent getting the same species over and over. I may extend this to more than one month so there will be a variety depending on how things go.
In terms of the appearance/profession poll, I will try to take suggestions from the previous month. If there are too few suggestions, I'll put some in myself.
I am very much new to this sort of thing so expect things to change over time.
It will probably be helpful to show some of the various species and how they look for when I submit polls. Here's a big reference sheet showing off some specimens.
As well, below you can read some quick details about each of the species! (It should be noted that some details are more embellished or exaggerated as this is Aria writing a story. So some details may be different in the actual 'reality'. Thay'valay, for example, are almost completely immune to transformation due to their magic absorption. But Aria would prefer to have giant elves able to get even larger...)
Thaery - A bloodborn species, the thaery are a mix of fairy and thay'valay blood. 'Giant fairies' as they are sometimes referred. Iselyn herself is responsible for them. They're meant to symbolize the relationship between new and old for better or worse. Their unique mixture of blood enables a greater store of mana without the cost of heat vulnerability. Thaery are also the largest species innately able to teleport short distances with no magical training. They retain some measure of rascality from their fairy bloodlines while suffering thay'valay orderly minds leading to infrequent large scale mischief. Nothing is worse for a quiet town than a polite coven of visiting thaery expressing well planned friendly festivities.
Gobbo - A species native to Neivaun. Often believed to be the earliest intelligent life on the planet, gobbos come in many shapes, sizes, races, and levels of intelligence. They are, by nature, a fast to adapt species which has allowed them to adjust to even the arrival of the gods without going extinct. Something by which others have not been so lucky. Feral gobbos are often nuisances which must be put down while the more civilized kind take on the role of travelers, traders, explorers, and guides. They know the land better than any other species and that's reflected in how they have adapted to society being built up around them. It is not well known why civilized gobbos insist on using lengthy names or even why they easily accept nicknames. Strangely, all gobbos seem to view the dragons with admiration in spite of how hostile they can be.
Dolder - At one point they were brilliant gnomes well loved by their god. After a man made plague afflicted the vast majority of them, they became smiling dimwits with a penchant for servitude. Willingly doing tasks and jobs revolving around menial labor, these adorable idiots are well liked and quickly develop friendships with those around them. It's easy to tell a dolder from a gnome by their polite, blank stares and their peculiar sclera and iris shapes, colors, and styles. Although no longer highly intelligent, they have developed acute senses of sight, hearing and smell. Every now and again a dolder may have a flash of genius as well in response to a seemingly unsolvable problem so talimari oft keep one around just in case. They have also developed higher magic sensitivity resulting in greater magical effects on them, but also higher magical durability. (like being stretchier)
Shripe - They used to be gobbos until a god began ramming souls forcefully into them. Sometimes several at a time. (Not literally reaching down and doing so mind you, but indirectly through subterfuge) This eventually caused the gobbos to become dependent on having a soul and adapting them into what they are now. As a result of these changes, shripe often possess more than one personality. In a direct sense, two people living in one body and usually having more than one name. Though due to working together, they often agree on a single name. Having the combined knowledge of multiple individuals, shripe are much more wise than other species and have a penchant for careers which require more than one profession to succeed at and also pair well. Shripe are known to be a little difficult to talk to sometimes, but mostly due to their excitability. Unfortunately shripe decisivity is weakened resulting in slightly reduced combat prowess in general. Shripe often have multiple hair and eye colors and sometimes their eyes may glow or be dominated by color.
Dvari - These neigaulos are bold and strong. Serving as the muscle of the Emerald Conventions, the dvari surprisingly do not share the beliefs of the dragons or the a'garians and many worship Duranclast or Valdor. In spite of this, they are allied due to both proximity and mutually beneficial trade and idea exchange. Still, the dvari guard their gems and jewels fiercely and prefer the dragons keep to the peaks and barter through the a'garians. The dvari act as surrogate protectors for the dolder. Dvari are strong and durable against magic and physical strikes. They are martial creatures who favor the blade over magic, but due to the hot weather they favor lighter armor and clothes which protect them from the sun. The dvari are well known to be craftsman more than any other species, but many artisans are often trained under them.
Talimari - One of the earlier neigaulos, talimari more specifically refer to those with wolf ears and fluffy tails, but most simply refer to all mari as talimari due to the significantly more prominent number of them. There are many different races of mari to go around however. Talimari in general are significantly more magically powerful than all other species on neivaun and have some of the highest intelligence. Unfortunately they suffer from a small measure of frailty and cowardice making them weak without the support of others. Though males are usually more cool headed and serve as inspired inventors, females are more magically adept with their society driven by a matriarchy. They are directly allied with the thay'valay and consider them their protectors but few will admit it. The thay'valay were able to fend the dor'em nai off with no small thanks to their talimari allies.
Elf - The most numerous species on neivaun, these neigaulos have many races. Sporting various forms of long pointed ears, elves are really quite promiscuous and dominate the land in spite of a very rough history dealing with the dor'em nai. Highly adventurous and curious, elves benefit from the ability to quickly learn and adapt to new concepts well. Though they can often put on an air of impatience, in reality they are willing to wait a long time for the things they desire most and will simply pursue other ventures in close proximity. This can lead to something of a scatterbrained or air headed attitude however. In spite of their adventurous spirits, elves are loyal creatures. They also get along fine with non-elves and, as a result, their cities have the greatest number of varying creatures.
Filimuri - Another neigaulos species. Aquatic in nature, but capable of breathing on land, filimuri resemble a mixture of shark and dolphin. They sport sharp teeth, long tails, and lanky bodies. There is a natural air to most filimuri giving them something of an 'opposite extremes' vibe. One filimuri will have grand ambitions and work incredibly hard in life accompanied by a friend who flows through life doing as little work as possible and leeching off others. This is why filimuri often come into conflict with others as they become singularly focused on their goals. Yet a lazy filimuri is not a useless one and frequently these are the ones most likely to befriend land dwellers, yet never leave the ocean. Those who exit the ocean are often the very few who sit between these opposite extremes. Filimuri are agile and strong even on land, but more so under the waves. Unfortunately filimuri have an air about them with which makes them less popular and not well liked. Many filimuri are masochists or sadists and it can come as a surprise for those unprepared.
A'garian - Once elves, this neigaulos species was mutated during the dvari creation event as they fled the dor'em nai. Due to the debilitating effects of this, they blamed the gods which easily led them into the grasp of the dragons who use them for their own plans. In spite of these mutations hindering them, the a'garians were able to survive more so thanks to the dvari who allied with them. Over time the a'garians have developed greater stability in their mutations even in spite of quiet dragon experiments. A'garians have strong endurance and agility, but have slightly weak magic and magic defenses. Their mutagenic nature allows them to be transformed more easily, but also allows them to control the transformations or revert transformations much more easily. A'garians are known for embracing transformative magic. The a'garians act to negotiate treaties between dvari and dragon.
Thay'valay - A neigaulos species. Thay'valay are giants. Calm and thoughtful, they are often playfully referred to as statues by the talimari. They are lanium based life forms which gives them the great boon of high magical absorption. The drawbacks are great with thay'valay being much more susceptible to heat and must be cautious in medium to high temperature regions of the world. As well, in spite of even 'weak' wizards having powerful frames, thay'valay suffer endurance issues and tire quickly. This has led to their calmer and steadier life styles. Thay'valay are often considered 'boring' because of how mild they are, but none complain about how orderly and well kept their cities are. They are surprisingly xenophobic given how polite they are. The saying goes that you are welcome to visit but forbidden to stay. Thay'valay have long, narrow eyes to avoid snow blindness and their ears belie their levels of excitement. They are highly social and fall quickly to quirkiness when isolated (or worse).
Also some random extra terms you may find scattered around the Patreon or in game with some lore mixed in...
Emnei - This is a 'native of neivaun'. More specifically, a creature which has no soul and returns to the blood of neivaun on death. Gobbos, dragons, and thaery are all emnei.
Bloodborn - These are, effectively, emnei which are specific to Iselyn and her faction. Thaery are bloodborn, but gobbos and dragons are not. Bloodborn are made from the blood of neivaun. Sometimes in such numbers as to make a complete new sustainable species. (If you see me write bloodborn as 'bloodborne' it is a typo.)
Neigaulos - This is a non-native creation of the gods born on Neivaun. A creature which requires a soul to live. The actual soul itself is referred to as a 'gaulos'.
Ologaulos - This is a non-living creature with a soul such as a golem, construct, or android. These are relatively rare due to technological restrictions as well as some societal hesitance. Still, the most common ologaulos exist in the form of the very loyal creatures which seek to continue to serve their masters post death. Uncommonly, an ologaulos may be someone who is crippled beyond being fixed by magic. Rarely an ologaulos is the result of an individual with a terminal illness or condition which cannot be cured by magic. It is never the case that an ologaulos would be someone who could not afford treatment as ologaulos are expensive and rare. Ologaulos can experience the same sensations as a normal creature could and are not 'robots'.
Ologaulos often have 'programming' which runs the shell they inhabit. A set of commands or parameters which the shell runs on it's own as though it were a robot. However, the inhabiting gaulos can override many of these commands and control the shell with a great deal of control. It is not often that the shell's commands override the gaulos, but there are a few obvious orders the gaulos cannot override. Orders to not harm the master of the ologaulos for example is the most common non-overridable order. The gaulos can also have some issues with a malfunctioning shell which may affect its personality long term.
Tem'lora - Unlike daemons, they are not entirely to be considered hostile, but they are certainly invasive. A direct result of one of the gods, tem'lora are something of a strange thing. They are a soul similar to that which you may find in any of the other species which have them, yet they are not limited to only the bodies they are born in. They are able to continue to live on even after their souls would normally be called back by 'removing' the soul of a creature and infesting their body. To make matters worse, any child born to a tem'lora will have a tem'lora soul. This makes them quite a contentious creature. Their origins are unknown beyond the knowledge that they are a god's creation (because they are a soul).
While other nations are simply 'cautious' about tem'lora, the Northern Alliance destroys tem'lora on sight and has them soulsent. Thay'valay especially will not suffer their existence.
Soul-spark - It is a necessary element of a soul which allows the casting of magic. Emnei do not require or use it, but all neigaulos must have it to use magic. Those without it cannot cast magic spells without some form of assistance.
2023-10-03 08:15:02 +0000 UTC View PostI figure that it would be ideal to introduce myself a bit here. I'm Mita, an artist I guess. From writing to hand drawing and even video editing, I'm rather varied on what kinds of art I've dabbled in. Though above all of that my prime goal has always been to make games. So here I am.
There isn't much else to say, but if you are curious as to my experience with games then fear not. Not only have I been engaging with games since I was but a wee imp, but I've also played just about every genre out there. I never stopped playing games throughout the years and have played many popular and obscure titles ranging the full spectrum of difficulty.
But did I learn anything from all that? Well you can check out the demo I released to see what you can expect from me.