http://intelligenceprogress.blogspot.com.au/

Monday, April 17, 2017

Been a little slow going!

Maybe I'm FINALLY getting sick of working on this project, but here's some new stuff I've been having fun with, anyway!

Also, as a heads up, mostly I'll manage releases and updates via the itch.io website now.
https://bizarremonkey.itch.io/intelligence

Remastered Cutscenes:

Bosses and a regular battle showing off dialogue that's said when using a skill for the first time.

Some of the music has been awesomely remastered!

There's also a bunch of new music being implemented!

Bunch of other stuff has been going on, but those are the major things!


Saturday, January 21, 2017

No Regrets So far!

In fact I've had virtually no time to work on Fantasia due to this.

Here's some of what I've got done.

-Remastered Battle Engine
-Re-Implemented Auto-life, no more bugging and deciding not to work at various intervals.
-Physical Reflect in, Magical Reflect is baseline with RPGMV.
-Attack animations now use pictures, and your currently equipped weapon will have a unique icon when it's a throwing item.
-Sequences for most of the iconic skills are now done, this includes rollout, green pummeling, fist of the beef gods, green gustow, trufflephoria, green denouncement, bomb frenzy, soul siphon, pepper paw, zealotry, rain of stars, charge, joy of laughter, angel of death, ruination and lingoless lament
-Despite the chance for grand scale reiteration, states will remain mostly the same, but with some core differences.
-Blind replaced with Feeble, which reduces your hit chance on physical abilities to 0%
-Silence reworked, instead of being a hard lock, it now makes spells cost eight times as much mana to cast.
-Berserk now also makes every attack a critical. (Before it simply made you always 'attack' and double your strength and defence.
-Time Warp (aka double cast / extra actions) is not planned for actor use. The main reason is that player turns become too lengthy, this is a symptom best seen in the final fight of Menagerie. I don't feel it makes for good gameplay.
-Large party support in and working well.
-Facesets across the entire board have been updated. Now with a nice background and border.
-New Iconset in the MV Style, can no longer use icons for battle sequences so the only reason to keep the old style of icon is now gone. Personally I'm a fan of how much tidier these look.
-Battle HUD looks more amazing than ever before, now with plenty of information regarding what's going on with your actors.
-In game Menu also looks very crisp.
-Every boss is going to need some work to be back to where they were, but alas, I won't settle for good enough, many bosses are going to be significantly better, but will leave more exquisite encounters like The Frostlord: Maw, The Sisters of Virtue and such more or less how they were, albeit with severe graphical enhancement. I've already retuned those two.
-While not going away, the artistic inconsistencies should be a lot better at hiding in plain sight.
-Some music tracks are also planned to be updated; Striving for Solace, The Joker, Intellectual Challenge and Into Strife! among. Here's a brief demo of The Joker's upcoming remaster.
-Oh also everything is 960x720 now, that's probably a given, but it's a lot of work because I have to go retune all my cutscenes, lel. Thankfully I can usually just get away with doing a lot of calculator abuse and just upping the x/y coordinates of everything by 50%. (Take original value, divide by 2, then multiply that value by three.)

Here's some media to get you tantalized, as action speaks louder than words. it's also more exciting.

Keep in mind a lot of this is still subject to change and some will have been changed ALREADY since the video previews you're seeing.
Against The Frostlord: Maw

Against the Sisters of Virtue: Blu and Yasondre

Weapon Attack Animations: (All 64 of them)

Screenshots:
http://imgur.com/a/CSoIZ

Lastly: It the Iconset.


Thursday, January 12, 2017

The Big PLANS!

Again, much as I'm happy to announce them, take note that most of what i say is subject to change or revision, so don't go stating I've said anything as if it is factual.

The only known fact, is that Intelligence is being ported to RPG maker MV, Not Vx Ace, and it's not staying in VX.

Here's the big question I'm gonna get asked a lot...

WHY?

Many reasons, firstly no hardlocked resolution, no pitiful bugs I can't squash, and no more limited battle BS.

Those are the big ones, largely though, it's the lack of limits and more fine-tunable battle system that is the kicker, the resolution is currently undecided, between 1280x720 and 960x720... we might make support for both, but we'll see.

This was one of the announcements, and probably the most unexpected that I made on my 1000th tweet, in which a video stated Intelligence would be converted to MV, and the footage shown is all from the MV version.

This is a HUGE change, and virtually no one saw it coming, I myself didn't even consider it until yesterday, and from then, everything has been kept quiet outside of a couple quiet circles of friends.

The HD nature of it is going to be a bit more than just an upscaled resolution game, the battles will be improved to be far smoother, cutscenes will now play as videos rather than lagging the game, and several other features which i mentioned on a Gamejolt announcement are planned, too.

-Several optional "dates" you can go on with certain characters, these can all be accessed in Act 4 once you’ve beaten Yasondre for the first time by visiting the Equation Unsolved. Sometimes doing these will unlock hidden optional bosses and / or sidequests.
-Several new optional bosses, Including Neo-Fyori, M. F. Lazarus, Zardari, Neo-Esperia, Mira Crowspeaker and more!
-Flavor Text is gonna be in even MORE places, it’s also likely some Planet’s like Spriteopia (and especially it’s Darkvoid) are going to get an overhaul.
-A fully animated ending, plus additional endings depending on the dates you went on. The Start of this animated ending can be seen here: https://www.youtube.com/watch?v=VFyzmdkHYX4
-Even more songs for the OST, a lot of which have already been done, check out the Playlist on Youtube if you’re interested! https://www.youtube.com/watch?v=MWoiv2zlJQc&list=PLEEBQQ3chFtD0T3Tpc6nl8HbVH2V49_Vz
-A lot of current abilities will have added visual flare. Expect cut-ins and such.
-Some bug fixes, such as disabling menu opening during some mini-games which I forgot to implement.
-Adding some custom tiles to overwrite the Menagerie tiles which will make more sense, such as replacing the wall-hangings that have pictures of Fatty, Spooky, Gerald etc on them.
-Updating the Appearance of the Galaxion Zipper you use for Space Travel, while I love Avadan’s sprites and such, it’s too small seeming and I’ve had some cool ideas for customizing it.
-It’s highly possible that Haven, Zirkov and Postmartia will become planets you can land on and visit, and be host to some secrets and side content.

If I did a very basic overhaul, this could be done before January, but you know me, I don't settle for less, I bring only the very best when it comes to game releases.

Holy crap the scale of this game is becoming incredible, 80 songs in the OST, several high tier animations, 8+ hours of gameplay, and so many hidden things it might actually make you dizzy.

Also gonna fix up a couple plotholes, resulting from me making a decision but previous dialogue not backing it up, it's never anything super big, but I want everything as crisp as can be for the Greenlight Phase, yes, this game will be going to greenlight at last

Thursday, September 1, 2016

Itchy Patch is LIVE!

The Itchy Patch

This patch finishes a lot of the originally cut but nonetheless planned features from the game, including:
  • The Full Custom-built OST.
  • Two new optional bosses.
  • Entirely revamped Necropolis.
  • Updated battle sprites for characters.
  • Some boss tweaks.
  • Bugfixes.
  • Typo corrections.
  • New dialogue font.
  • Saveslots cut from 120 to 16 (Having 120 was for debugging's sake. Load times when booting up the game should be reduced somewhat as a result.)
  • Probably more.
If you find a bug report it in the comments section below, cheers! I have done a full playthrough to the end which took 8 hours and 30 minutes.

You can download and play it free at any of the following venues.
https://bizarremonkey.itch.io/intelligence
http://www.indiedb.com/games/intelligence-314th-clash
http://gamejolt.com/games/intelligence-the-314th-clash/133292

Wednesday, June 8, 2016

Biz-con 2016

What a day! So for those of you unaware (which is probably all of you) I went prepped with 96 printed business cards, a limited cherry-pick portfolio and a game to a semester 2 student showcase as a semester 1 student, naturally, I only took those things along IN CASE the opportunity presented itself to show off my valor.

Arriving early, most of the computers had been reserved... but three were not, I chose to boot up one, and with the game I had on my flash drive, make a public sort of 'booth', to add to the effective drawing power, I had the game full-screened on the title screen, and my business cards and portfolio neatly scattered about the new three PC hegemony I'd unofficially asserted myself onto.

I had a player before the event even began.
Left is the game being played, the screen to the right is an unused booth. To the further left is another person who just started playing.

Having hijacked the captive minds of this place, when 6:00 PM struck, and the event did so start, the computers here over were in constant use, one guy got SUPER into it, loved it to death, hugged me three times for giving him such an experience. (I'm not joking) I also got to play games by my previous peer group, whom are all becoming exceptional at what they do. The event was a blast, I was willingly robbed of over 12 of my business cards, not expecting going in to fritter off even one. From teenagers, to old folks, to middleys, everyone was playing or watching this go down at one point. I got a lot of questions, lots of attention and good feedback, way too many smiles. From some shy players who played further than anyone, to some who got caught up in the charm of what they did see, it really felt like I was a developer who did beknowth his shit. And, maybe I do?? But the face to face social camaraderie and seeing the laughter and smiles I brought to people, it was incomparable to the more analytic ever-grasping avarice-powered struggle for contempt that it is on the net, my hope is that-- this story, when read- may captivate thy fellow gamedev to understand that: if you think honestly, what you've made is incredibly good, that you must persevere, there are so many ways to get your name out. if even one of the 15 or so people who played tonight likes and plays this game when they get home, and word of mouth gets around, the epidemic may explode, it may not, we'll see! Regardless, the joy I felt watching people legitimately cue in line for the booths to play my game-- and the excitement riddled on their faces when they learned it is available for free online, and handing them the option of a card, truly-- it was my first go at being a booth manager at a con, sure- I was unofficial, but it was a samey experience! It was incredible, I got a lot of praise for the bright cartoony antics, let's have a look at some more photos I made sure to capture as this all got more opulent.
On the left booth there (booth #2) you can see below the monitor what is a portfolio, to it's right, in the same place, accompanying a vaguely familiar bottle, is the assortment of business cards. You can also see a boy and a girl playing the game, the fella on the left got the farthest, reaching a good way into act 1.

All eyes on the attractive, visually warped yet stunning game you didn't even know existed, but now ya do! I meant to compliment the right most dude on his radical braids, but I forgot. If you're reading this fella with the radical braids, you're braids are awesome!
Like the above, all three booths are filled with an ensnared audience. Capturing these moments felt like I was being a huge weird creepo with a camera. But I wanted to share this moment.
So in other words. The Printing, Laminating, Cutting and organizing the 96 of these:

Absolutely worth it! I also managed to complete the rest of my folio thanks to a printing shop, since mine ran out of ink. All the little hiccups and trials I faced, during the course of the day, and staying up since 4:00 PM the day previous, all more than worth it for this...

This was a sensational night. There's nothing I can really say to describe it beyond what I have already. There's a sense of euphoria here-- and with words, it cannot be told.

-Biz out.


Wednesday, April 27, 2016

Massive thanks to ChibiEcho

She did a really cool let's play of this game. She does other let's plays of other games too, I highly recommend checking her out if you haven't already.
Jeez that's more views than any of my videos has had and more likes than I've ever received! :0

Also her voice is intoxicatingly adorable.

Monday, April 25, 2016

We're trying to get our name out, so it's your chance to be the hero!

So hey, IndieDB is turning out pretty well. We're at #128 of over 38,000 games now, let's go for the top 100, are you with us?

If so, all you need to do to help us out is clicky the image I've embedded below.

Intelligence: 314th Clash

If you want to go the extra mile, just tell anybody you think might be interested to give it even a look, I don't mind if they don't like it, I understand it may not be for everyone, but the potential of word of mouth is a very valuable one. It's one that as the CEO of a non-profit game making organization, I more or less have to rely on, seeing as I don't have a marketing team at all, mostly because I can't afford one, nor do I feel obligated to get one, as I don't charge a cent for what can end up being years of work, and until recently, I was paying people for no profit to me personally beyond having a game that looked much nicer to help out. As financial stuff has gotten more rough, they've stuck by me, and I can't thank them enough for that. I feel bad not being able to even give them a little bit, and whenever I can, I do.

My hope is that you, all those who like what we do, will bring us new onlookers, and potentially, may be able to get us enough of a signal to feasibly greenlight this thing.

We would like that a lot, that's one of our goals, and don't worry, the game, even when it's on steam, will still be ENTIRELY FREE.

Such is the nature of non-profit game companies. I just want us to get somewhere, and I don't wanna take money from people to achieve that, if people want to give, well there is a donate button on the crazy chimp collective blog you can visit to the left, but I don't expect that, none of us do.

In fact, if you do donate, it would be great if you told us your name, we'll probably want to at least commend you for your charity with a drawing or something, we love the idea that someone may like what we do enough to throw us some dosh, to us that would be sensational, because we earn nothing, we do this because we love it.

I will in all likelihood give the dosh to those who deserve it, the team I employ to make everything really nice and pretty, sure I do a lot of stuff too, but ultimately, they are mostly in a much less ideal living condition than myself.

But enough about donations, just getting the word around is enough, most of the RPGmaker scene has died out, or has me on some sort of hitlist due to my infamy that has been brought about by past events I choose not to dwell on, it means though I essentially have to compete with actual developers, which is awesome to think about, but difficult to do, some of my competition are crazy good, and I hope one day to be able to be on their level, inspirational bastards they are.

Alternatively, you can click a button, hell, you don't even have to look at it, but the 'hit' being registered is still something, and something is better than nothing at all, so believe me when i say, we super appreciate anything you do, because you don't have to, it would take time out of your day to do so, so it's a very sentimental gesture, and I understand if you don't do anything. I can very much see the appeal to doing nothing.




Intelligence: 314th Clash is now on IndieDB and ModDB

Here's to a bright future, hopefully!
Indie DB

ModDB

Monday, March 14, 2016

It's 03/14

Or hopefully still is where you live!
Link to the big game!

Thursday, February 25, 2016

Get Your Mind Ready!

So I can proceed to blow it the fuck up again.
3/14/2016

Saturday, December 19, 2015

314

Or 03/14/2016 if you like.

That's the release date for Intelligence: 314th Clash.

Most of my work is already done, in fact my beta tester are having a lot of fun finding bugs, though they've returned insofar nearly empty handed. There were a couple big ones, though!

Here's a teaser for you.

Saturday, December 5, 2015

Large Progress Update

314th Clash has entered heavy development lately. There's too much to cover at once, so what I'll do is show some screenshots and let you piece together all the crazy new stuff that's being implemented.


Or...

I could embed this new trailer.

Hihihi~











But also, we'll add a couple screenshots.
Coolarooni, huh? Keeping in mind, this is all in progress, so some graphics will be inconsistent.

Want a real twist?
I'm not the twist, not the real one. I'm just a bit of foreplay. Heh.

The real twist is that...
This game will at long last have a brand new OST instead of using music from other things. Jake "MoneyMenace" Gamelin, the composer behind Menagerie: Remastered's highly received OST and the music for Perseverance in all of it's forms, has offered his services for the Clash to come.

Expect another large progress update around Christmas.

Sunday, October 4, 2015

Intelligence Production Blog now Live!

Damn right!
Hello all! This is the official production blog for Intelligence, the game that started a Monkey on his feet, and towards greatness.
Yes Rolly, we're happy too!
So, most of you probably know, but after almost a year of nothing Intelligence spontaneously received a pretty hefty update which updated most of the character faces, added some content such as a new intro cinematic, and loads of polish. More on there in the following presentation!
Now in progress is the 314th Clash, which will be the final installment in the Intelligence's long-running pipeline.

You can right now get Intelligence: Net-ready! (249.1 MB) Just Click the goofy image below.
"Tak-a-tak-a-tak-a-tak-a-tak-a-tak-a-tak-a-tak-a-tak"
Stay tuned around 3/14 next year.