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New board for recovering NEETs and Ex-NEETs, and people with school/work/reintegration issues: Ex-NEET / Recovery

File: 1322725687637.png (17.88 KB, 640x480, 86.png)

 No.2068[View All]

Divinity Fatum thread.

Links:
Divinity Fatum - http://www.mediafire.com/?q14ccqzq1or4yi3
DF Birth - http://www.mediafire.com/?d7za12023rfe2zh
114 posts and 19 image replies omitted. Click reply to view.

 No.8095

>>8094
Oh yeah, also as for the characters, there are:
-Protagonist
-Sophia
-Princess from the Tower
-Cindirella
-Clockwork
-Milene
There are also Kaoru, Shadows, citizens from Sophia’s city and Ringmaster, but these should go as ‘support’ characters, if I can say so.

 No.8102

Tower Princess being raped by a bunch of people/tentacles, leaving the choice to you.

 No.8103

>>8095
Protagonist or Sophia x Milene would be quite arousing.

 No.8128

Maybe Sophia x Milene sharing a cup of tea together.

Regarding typos and grammar, I suggest carefully combing through all events of the game and correcting the errors.

Also, in Easy Mode, there is no little intuition hints that point you towards the places you find the World's End Diary, Salomon's Note and Note III.

 No.8147

>>8128
Yeah, I've been thinking about adding these hints in next relase, as well as clues telling you where to go in -Birth- parts (these are usually obvious, but intuition feature should serve something more, than just leading player directly to the tower).

 No.8242

Gawd, I'm starting to think that this Intuition system is retarded. I mean - of course - it leads shows player where next crucial part is, but it's kinda like with driving car while using GPS - you turn off thinking. Instead I was thinking about just moving Map Room from street nr 10 onto street nr 1, so player could get map instantly. Also, as for substitute for Intuition I thought to perhaps make it kinda like in "The Path". There would be certain numbers (indicating streets where new clue can be found) appearing on the screen in somewhat random fashion, instead of just one number. Someone also suggested me to perhaps do random teleports onto streets where next clue is, but 1: it would be shitload of work, 2: it would render map pretty much useless (however in game it is mentioned that accuracy of this map isn't probabaly 100% certain).

 No.8422

File: 1379176624969.png (281.76 KB, 828x1195, kiriban_2_537_by_jump2537-….png)

Update time.
Birth part is pretty much done (only one small thing needs to be done).
I haven't added complete ending sequences yet, but at least it is possible to tell where the game ends, as well as distinguish bad ending from not so bad ending and beginning of 3rd act.
I've changed Intuition system completely, making it less invasive and more helpful.

Anyways you can read more here: http://divinityfatum.blogspot.com/

 No.8423

Yeah, and posting download link would be kind:
http://www.mediafire.com/download/oa3nfihqboh325b/Divinity_Fatum.exe

 No.8424

Wow. This game is turning out to be more amazing with each update. Keep up the good work!

Is the second TV event the last event of this current version? And is the white area with spikes the last Birth part of the current version?

 No.8425

>>8424
Second TV is last event reachable in the city. Last event for Birth act is indeed this White Space, however it depends what you mean exactly. You have to find a certain character in this White Space, which will lead you to another sequence in this same world. To put it simply, game doesn't end on this White Space, but it is the final part of Birth chapter. After getting that event, you can go to the ending sequence, which - depending on certain circumstances - will lead you to either 3rd act, or bad ending.

 No.8445

>>8425
Okay. I've explored the White Space for a while now, but all I've found is just space and some black spikes. Is there any help I can get when looking for this "certain character"?

 No.8446

>>8445
Hm… technically that certain character only goes down - not in some random directions, so sooner or later you should find it. There is however a certain "shortcut" for how to find that character. Basically, when you enter that world, go considerably right until you won't notice two bigger spikes. After that go a little up and still right until you won't pass by small spike. Then go few steps to the right (let's say about 8) and considerably up. This certain character should be in your range of view then.

Hope this helps.

 No.8535

Pointing out a little bug: after completing the Stab Town area, the Machete item doesn't disappear from your inventory afterwards.

 No.8539

>>8535
Yeah, I've noticed that one as well. Still, thanks for pointing that out anyway.

 No.8565

Another bug I found, in the newest update - when trying to interact with the TV in the alleyway in 24, you can only do so if you go the upper right side of the crate it's on and interact with it.

 No.8576

>>8565
Oh, thanks for that info. I found out that TV event started to mysteriously dissappear and the box it was on was not there anymore (strange occurence - it just like vanished by itself), so one thing I had to do was putting box under TV. It seems that I put the wrong one… Well, toke care of it but I'll upload corrected part when I'll do more changes perhaps.

 No.8591

Found a typo - when you first find the Book of Wails, there are two " marks after Wails ("Book of Wails""). Should be just one.

Also, does the last entry of Sophia's Diary - the Princess entry - have a description beyond the date? Or it is intentionally left empty?

 No.8592

>>8591
It is empty because I didn't really had an idea of what to write there. I may put something there later on, however making this one secret could be good for the sake of 3rd act.

 No.8593

>>8592
Ah, okay then.

Anyway, I think the Sophia's Diary segments may need a look-over with typos; I think in one part of Cinderella's speech she uses "you" where I think they would fit better (It hurts not being accepted the way you are), unless that's also intentional?

And with some parts of the actual diary entries - and the World's End Diary, won't is used instead of will. So yeah, just give it a look through.

 No.8594

A few more things. First, after completing any of the Birth segments and getting the diary entry, you can still go back through the red door to the Birth segment itself (like in Milene's entry, you go to her garden) where I think it would be better to have the segment as a one-off thing and you go straight to the room you get the physical diary entry from (if that makes sense?). Not to mention that the entries usually can't be completed again and you get stuck because there isn't a way to go back.

Second, I replayed Birth and there's a sequence at the start, where a mysterious voice tells Sophia to "wake up, it's time." Are you going to put that into the game or will you keep it left out?

Third, I think the yellow city in the first part of the Birth segments could use some expanding. It feels far less like a city than the original and more like a street with a branch off to the "outskirts". Maybe just add an extra street or two and expand it a little bit?

Fourth, the area on street 14 where you walk up or down to access street 12 looks rather odd at the "top" - maybe change it so it's the same as other street crossings?

Last thing, there's no streets numbered 11 or 15: and you mentioned on the blogspot about adding places such as a gallery or sound test room - maybe you could add in these two "missing" streets and use them as two potential areas for such places? It's a suggestion, at the least.

 No.8595

Oh, one more thing I forgot: maybe make the game, when it starts up, default to windowed mode instead of full screen mode?

 No.8596

>>8594
Hm… as for reentering rooms from act II, I checked it moment ago and it seemed to be fine (at least from looking at scripts). I remember that in older version there was such case, but it shouldn't be in the most updated version.

Line from Birth that you're talkin about wasn't really considered to be put in this game. However I could add it for upping up mystery factor. It is not necessary line, but it won't hurt having it there. We'll see anyway…

As for the yellow city (or Inhuman City, as it is called in game editor) I was at first considering making it bigger, but well, honestly I wanted to spare players from additional wandering at that point. Not mentioning that I wanted to make II act more narrative, to seem like a story, instead of usual game. Of course there is an exception to that as well (final entry, that is).

As for street 14/12 - that's actually what my wife spotted. You see, when you stand where you could go up or down, you stand on crossroad kinda thing. Going up or down simply 'turns' map in 90 degrees. Street 12 has actual street only on the right side of this crossroad. On the left, there is a big space similiar to promenade. That is what you see when you're on street 14 - above lies promenade, below - asphalt.

As for lack of streets 11 and 15 - these won't be added. Upon looking at map, you can see that there are no streets there. Numbers on map are barely designation of each 'screen' - both vertical and horizontal. Lack of these two streets comes from a fact that I designed city map first - or rather map's grid and numering it they way visible.

As for fullscreen/windowed mode - yeah, I've been thinking that perhaps starting with fullscreen may piss off some people. I personally prefer my games in fullscreen, but that's just me. I'll consider it.

 No.8936

File: 1388662418423.jpg (533.59 KB, 990x700, sophia_holidays.jpg)

K, small update/fix is available. Mostly got rid of grammatical errors. You can always check out more info about changes here:http://divinityfatum.blogspot.com/2014/01/delayed-updatefix.html
And link to updated demo, if anyone cares:
http://www.mediafire.com/download/oa3nfihqboh325b/Divinity+Fatum.exe

 No.9042

File: 1392564734318.png (181.04 KB, 480x270, df_contest_pic.png)

I started something like a 'contest' for Divinity Fatum. Basically, there will be an Art Gallery in 3rd act and I'd like to fill empty frames with pictures of different artists. More details can be read here: http://divinityfatum.blogspot.com/2014/02/divinity-fatum-art-gallery-contest.html
If anyone would like to participate, I'd be glad.

 No.9145

File: 1395493059702.png (90.11 KB, 256x286, battler_werther.png)

Small preview of first battle sequence in Divinity Fatum:
https://www.youtube.com/watch?v=ku6enUeZmQc

 No.9386

>>9145
Wow, the game has advanced so much since the last time I played it.

However, I am unsure about the battle system. I guess it will be worked more when it is matured but so far it seems there is only one ability available. And I don't know, but battling seems… kinda out of place in a game like this. Could there be some way of making it more subtle, like making it play like a puzzle instead of a normal fight? I am thinking about something like FFX's Seymour Omnis battle mechanics, but with weaknesses instead of attacks.

I liked a lot what you did to the enemy's visual effects and that nice health bar though, but using the RPG Maker's combat input system clashes with the rest of the scene. Maybe you could make the box transparent or rearrange the distribution and position of the box?

Note that I'm not saying adding a fight is bad, but it feels weird to me considering the rest of the game is pretty "peaceful" (if you can call it that way).

Anyway, I gotta say I will play and love this game no matter what. I am pretty sure the third act is going to be as good as the rest, and the last two were awesome. I always recommend it whenever people ask for small horror games.

 No.9387

File: 1402324130308.jpg (1.19 MB, 1224x1632, 2013-11-12 19.27.54.jpg)

>>9386
Thanks for feedback. I'm very well aware that battles may seem out of place. However 3rd act is supposed to be more action oriented and basically more dynamic and hopefully dramatic than previous acts. Altrough these standard jrpg battle systems ain't that dynamic, they still put some additional pressure on player. I had some suggestions before to make some puzzles instead of battles, but they wouldn't suit character of that final act. Also that movie was just a first glance of unrefined battle system. Right now - in unreleased demo - battle consists of some skills and certain battle patterns which are necessary to figure out in order to progress. Now that I think about that, these battles actually have certai feel of puzzles, I guess.

 No.9469

I started act 3 after the first fight when i get out of the hospital the screen goes black and i can only access the menu,is this a bug or the end of the demo?

 No.9470

File: 1407762823586.png (407.05 KB, 544x416, cindy.png)

>>9469
It's end of the demo. I simply wanted to give a little teaser of how will Act 3 look like. I may upload some more built version after I reach certain point in development. I also consider posting save states (prolly temporary tho)letting players following development play from certain point without playing through full game. Reason behind it is that I sometimes go back to previous acts (that is 1st and 2nd)and change a bit… which oftens renders it impossible to play using old saves.

 No.9471

>>9470
Okay,thanks for the fast reply.
You're making a great game

 No.9571

File: 1412402147537.png (209.81 KB, 640x480, divinity_fatum_42.png)

So, I came up with idea to implement script that would distort the screen in certain areas. With that, some tense parts now look even more (in my opinion) overwhelming. Also did next bit of the game - not much but still something. Seriously, the progress is going ridiculously slow lately…

Anyway, screenshot of second Martyr.

 No.9795

How's progress on the game going? There hasn't been any news in a while.

 No.9839

File: 1420916636954.png (416.35 KB, 544x416, salomon_riding.png)

>>9795
I had a short hiatus. I got back to work after New Year. Haven't done much, though. I finished second confrontation with Martyr, added option to visit Hospital and came up with some random art titles and authors for pictures in Art Gallery. You can read more on game's blog.

 No.9981

>>2068
>>2068

wow, it looks gritty and somber
i like it.

 No.10005

>>9981
Thanks, I guess.

 No.10718

What RPG Maker(s) was Divinity Fatum made in? Both the original release and the current version.

 No.10719

>>10718
First Divinity Fatum, as well as Divinity Fatum :Birth: were made in RPG Maker XP. Current one is being developed in RPG Maker VX Ace.

 No.11627

Hey, is this game still alive? There's been no update since almost a year ago.

 No.11761

Bumping for hopeful progress report.

 No.12611

Purple Prose: The Game, featuring Dante from Devil May Cry series.

And to think that people actually enjoy it so much. How embarassing.

 No.12612

>>12611
>Having this much envy.

 No.12613

>>12612
Envy for what exactly? Appalling taste? Yeah, right, tell me about it.

 No.12619

File: 1506914029676.jpg (566.29 KB, 1920x1080, Bayonetta.jpg)

>>12613
It is embarrassing, if you're going to use a hack n' slash character in a fangame, why not make a rhythm game where you make Bayonetta twerk? I'd play the shit out of it.

OP, in all seriousness, this looks kinda interesting. When I get on my gaming machine, I'll give it a try.

 No.12724

This thread should probably be moved to /og/?

 No.12725

>>12724
It's been here for six years, there's no need.

 No.12891

File: 1519585345876-0.png (251.38 KB, 640x480, divinity_fatum_49.png)

File: 1519585345876-1.png (196.17 KB, 640x480, divinity_fatum_50.png)

Daaamn, after about… 3 years later, I found some time and will to tackle the game once more.

Hope I'll finish it before my daughter turn 18.

 No.12892

>>12891
This is the best thing I've woken up to today. I love DF and have been eagerly awaiting the last pieces of the game, so it's great to hear you're working on it again!

 No.12893

File: 1519594472920.png (Spoiler Image, 224.34 KB, 640x480, divinity_fatum_51.png)

>>12892
Glad to hear that. I hope this won't turn out like latest Duke Nukem. It was - and still is - my ambition to finish making that game.

There is still a lot to do (especially graphics), but when it comes down to the main plot, It's getting pretty close to the end now.

 No.12894

>>12891
Dude, nice. I remember the first demo you shared on /rpgmg/. That was a while ago now lol.

 No.12961

>>12891
You should update your DF blogs with this info. Let non-Uboachan followers know that the game isn't dead.



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