- Jul 5, 2020
C really won!
Whats is the top 5 of most funded videogames of all time?
The Closing Stream (@ http://twitch.tv/eiyudenchroncles) and Kickstarter Finish Times for the Eiyuden Chronicle campaign:
US Pacific Time Saturday, August 29, 5-9AM
US Mountain Time Saturday, August 29, 6-10AM
US Central Time Saturday, August 29, 7-11AM
US Eastern Time Saturday, August 29, 8 AM-12 Noon
Rio de Janeiro Saturday, August 29, 9 AM-1PM
UTC/Coordinated Universal Time Saturday, August 29, 12 Noon-4PM
British Summer Time Saturday, August 29, 1-5PM
Central Europe Summer Time Saturday, August 29, 2-6PM
Swatch Internet Time Saturday, August 29, @ 541 - 708 .beats
Moscow Time Saturday, August 29, 3-7PM
Dubai Time Saturday, August 29, 4-8PM
India Standard Time Saturday, August 29, 5:30-9:30PM
Chinese Standard Time Saturday, August 29, 8PM-12 Midnight
Japanese Standard Time Saturday, August 29, 9PM-1AM
Australian Eastern Standard Time Saturday, August 29, 10PM-2AM
New Zealand Standard Time Sunday, August 30, 12 Midnight-4AM
Let’s look at all the amazing things you achieved:
- Highest backers and funding from Japan
- 40 Stretch goals smashed!
- You cleared EVERY social media challenge, with the exception of the Toy Shop and the Lumbermill. Those two are so so close!
- You helped fund 4 different other game Kickstarter campaigns mentioned in our weekly Kickstarter Spotlight.
- You straight up BROKE Kickstarter on the first day of the campaign with all your initial pledges.
- But most importantly, you made friends with other fans, built an amazing community, and helped empower the creators who gave you many great memories.
You are all heroes! Thank you so much for support and see you on the stream:
Hey there, heroes!
Remember, remember, it’s now November, and that means another meaty update for all of you waiting for that new drip of Eiyuden information. We know the wait for that monthly update can be tough, so we’re trying our best to make sure the wait is worth it.
It’s finally here! The main event! The thing you’ve been waiting months for! The Eiyuden Chronicle Kickstarter Survey (survey, survey, survey…)! First, an important reminder: some of you received marketing surveys during the Kickstarter campaign. This was NOT the official Kickstarter survey.
The official survey will go out starting Friday, November 13th (ooh, spooky!) in Japan, and Thursday November 12th in the US. With over 45,000 backers, this will be a process that takes several days to finish. If you don’t get your survey on the first day, don’t panic! It will absolutely arrive within a few days. If you haven’t received your survey within one week’s time, please reach out to us at email@example.com.
Also, please, please, PLEASE check your spam folder first, to make sure the survey didn’t end up there by mistake. The survey will be open for a large part of the development process, but since your answers will allow us to get an early read on some key information, it would be extremely helpful to get your responses sooner rather than later.
We’re also working on a store backend solution that will allow pre-existing backers to purchase additional items. This system will also allow backers to input any reward related details that are not covered in the upcoming backer survey. We appreciate your patience as we continue to develop and test this brand new system.
Murayama’s Monthly Development Update
We are now in the process of fleshing out the details of the game design that were vague before. Right now, a lot of ideas have come from our team members, and my job is to pick and choose what works in the context of the game "Eiyuden Chronicles".
However, I'm often stumped when I'm faced with ideas that are equally good and difficult to decide on. I often wonder whether I made the right choice or not.
And the biggest job I have at the moment is the foundation of the story, the plot. The plot is not only important to the final outcome of the story, but it's also a very important part of the framework of an RPG game.
How many dungeons and towns do you need to create based on the plot, and what kind of design will they be?
They will be affected by the plot, so I have to think about those factors as well.
Unlike regular scenarios, game scenarios are closely intertwined with the gameplay.
How long does it take for the player to be able to control the game on their own after the game starts? Things like that also affect the feel of the game.
With this in mind, I have to keep in mind the biggest challenge of a story, which is to portray how people thought and acted, and how these characters lived, otherwise it will lose its appeal.
The biggest difficulty is maintaining a balance between the plot as a stage for portraying the characters' lives, and the plot as a framework for playing the game.
Juicy Game Updates
With the administrative details out of the way, it’s time we shifted over to the juicier parts of this month’s update!
Let’s start by revisiting one of the monsters we first showed off during the campaign. As development is a living breathing thing, parts can change and evolve over time, as in the Dead Countess, which will hopefully give you some insight into the ongoing development process.
A Word From the Team
While Murayama-san has been handling monthly development updates, we wanted to offer a space in each update for a different key member of the development team to share their thoughts on the progress of the game. For our first Word From the Team, Director Komuta-san!
“We decided to introduce the core members' messages from this update as well, and I have been appointed as the top batter.
Ladies and gentlemen, Komunichiwa, or Komubanwa, this is Komuta, the director of Eiyuden Chronicles.
It's been a couple of months since we finished our Kickstarter campaign. The planning team has been discussing a "war event" for a while now.
"Let's have a bunch of characters active in the war at the same time."
"I want to show a big army advancing on the battlefield."
The members of the planning team and Murayama-san would work together to come up with ideas for the game and establish a direction for it. How are we going to show a lot of characters? What should it look like visually? What kind of game should it be so it's interesting to play? How should a war in Eiyuden Chronicles be fought? Why not create multiple units with a captain and second-in-command, with a platoon leader-like character among them, and have the player dictate the actions and routes of each unit? I don't think it's suitable for Eiyuden users, or users who want to play RPGs, so let's make it a turn-based type of game. But we don't want to make it a visual representation of just advancing pieces on a hex!...
It's exciting to see the "core of the project" of the blurry war event slowly taking shape.
Sometimes, when a planner says dreamy things like, "Personally, I definitely want to make siege warfare with siege weapons and larger weapons a reality!" they get shot down by engineers and designers...... But I love Eiyuden team members for they are very energetic, asking questions like, "how can we make it happen?", "Maybe it's better if we do it like this!", "Let's make it look like this!", "It could be more interesting if we used this technology!" Thanks to everyone's support, the team is in a great spirit as we work on this game.
Right now, the team is in the middle of developing prototypes of battles and towns that have been put into specifications after going through the planning process. We've shown you a little bit of the battle scene footage and the battle system in the Kickstarter campaign, but in order to achieve the goal of Eiyuden's battle with natural formations, using height differences and obstacles, we've also been playing with implementing special "gimmicks" in the prototypes. We're also working on the concept of creating a "living city" through trial and error, including NPC behaviors.
I'll be teasing you all when it's ready for presentation.
Thank you for your continued support.”
That’s it for November’s update, but don’t worry! We’ll have another piping hot update to keep you warm through that cold December as we head into the holidays. Don’t miss it!
Hey there heroes!
It’s that time of the year! Hopefully all of you are looking forward to winding down for the holidays, but are also staying safe in regards to covid-19. We’ve got a nice big update this month with plenty of surprises (and even a few holiday gifts!). You’re all going to absolutely love it!
Let’s get started!
Let’s start with the latest update for the ongoing work with the survey.
Thank you to everyone who has emailed us directly about missing surveys. We are currently compiling a list of those backers, and upon verification, will be finding alternate ways to provide the survey and/or access to the fulfillment store. As this is a manual process which can involve emailing hundreds of backers individually, as always, we appreciate your patience.
Rest assured, we will absolutely make sure that we have gone through all of the emails so that no one is stuck without a way to provide us with the necessary information.
Speaking of the fulfillment store: much of the work is completed, so we’ll be able to provide specifics about how it works early next year.
Now, on to the fun stuff!
Murayama's Monthly Development Report
I’m still hard at work on the plot of the main storyline. As we announced in the Kickstarter, Eiyuden Chronicle has Seign's side story, a side story for Marisa, and a companion game in addition to the main story. I've been thinking about how those stories might fit into the main storyline.
My approach to storytelling is to first create a certain amount of background—a situation—then throw the characters into it and imagine what would happen. I do this as many times as it takes. If I get it right the first time, great, but if the characters don't seem to be going anywhere in the story, then I set up a new situation and start again from scratch.
It's like a game, a sim where I play through different routes. The difference is that I have to decide if it's a success or not, and I’m left to wonder if I really made the right decision.
What's important to developing a good setting and good cast of characters is strong villains. When I showed up at the Discord Channel last month, I asked everyone in the room on a whim, “What's your favorite villain? Aside from Luca Blight, because I already know that.” As a result, I received a very large list of characters. It was a very inspiring and positive experience. I’ve never had a chance to experience this kind of developing style before, and I'm enjoying every moment of it
Hello, I'm Murakami J, producer and art director.
How long has it been since I posted a production note to users?
For the first time in years...well, a decade? It's been so long that I can't even remember.
This is because I was able to safely start the Eiyuden project with your support. Personally, it's been a long time since I've worked directly on a production site.
This project, as you know, has four leaders who would normally work as a producer or director and lead the overall game production.
In addition, all of them have former experience in the field and are skilled at their craft.
Even though they are old, these dependable colleagues are working on site, each with their own role to play this time. So I am able to focus on one thing in peace.
I haven't had this kind of feeling for over a decade.
An environment that is not affected by external factors...
This situation that allows me to focus on being creative...
An atmosphere with like-minded, dependable friends...
Hmmm...how wonderful it is.
Again, I can't thank you all enough.
Well, that was a long preface.
Here's an update.
It has already been three months since then we received your enthusiastic support at the Kickstarter event.
In terms of production, we have been talking with external partners for future phase of this project while reinforcing our internal production system.
On the art side, we are working on the specifications of the battles and city scenes shown at the Kickstarter to make them much close to the actual game, bringing to their final form.
Recently, we are considering a new way to present "one-on-one battle".
The system for the one-on-one battle is still in the planning stage, but Murayama said, he want the "one-on-one battle" to be focused on presentations, so as an art director I'll be suggesting the team something that might become a hint for building an interesting system while dreaming about what I want to do in terms of visual effects and character actions that are different from normal battles.
One of my priorities is probably the pixel art, which will be the most demanding part of this project's art aspect.
I'm giving a lecture to my staff about this, and we're preparing for mass production.
This game will have a ton of characters (and Kickstarter stretch goals added some more), and I'm not going to be able to do it all by myself...
Mass production is our top priority.
I've talked about this in interviews before, but the size of the pixel art in Eiyuden is much larger than that of the past.
This is due to the difference in the resolution of game screens between now and then, but it is quite a challenge.
Since the area of pixels per frame is large, my hand gets strained from time to time.
It is not impossible to make a "pseudo pixel art style" by relying on modern convenient technology, but as a result of experimenting with various techniques, it does not bring out the original good taste of pixel art.
I'm very particular about this, and I spend a lot of time and effort on it, carefully drawing by hand.
Currently, we are working on the pixel patterns for the basic animation of the six characters that we already showed as prototypes.
The production itself is going well, but sometimes I feel like saying the following when I'm on a tedious task of pixelating, and that is...
"I wish I could run from all this..."
Especially when I've been making the similar type of art of the same character forever.
Sometimes I feel like shouting "What is this, some kind of torture?!"
My mind went on a bit of an escape.
To get a change of pace, I jumped the gun, and dabbled with this character.
The character in question is…
I call this, "The Epic Fall of Yuphelius VI!"
What do you think?
I'm feeling better after making this. And just like that, pixel art creation is back in business.
I found our sketch artist drawing a rough draft of something the other day, and...
"Give it to me!
And just like that, I decided to keep it in the game.
I know I'm basically signing a death warrant by doing this, but I always tell my staff to avoid creating format of the character patterns, visualize the individual differences and make it visible between each character.
So, just like my instruction, I think this art clearly reflects my unique hopes for this Shi'arc.
Our younger staff members seem to be growing up quickly, and I'm looking forward to their future.
So, anyway... I thought it's about time you all wanted to see a different pixelated character, so I thought I'd share this one with you guys.
But if Murayama says "ehhh" three times, we may not use it, though lol.
I'm giving away this full-size Shi'arc pixel art for all of you who support
It doesn't move, though, because he's completely knocked out.
I'd be happy if you could promote Eiyuden by posting it in various places.
"...And send it to the internet!"
The world is becoming more and more affected by the COVID crisis, but our production team is working hard, staying positive and cheerful.
This is all thanks to the support from all of you. Thank you all.
The game release is still some time away, but we hope to give you a sneak peak of some game materials like this, as a way of saying "thank you".
So, uh... Is this how the "production note" part should be like, or...?
I feel like I'm rambling on for too long.
So I think I'll leave it there (where?) for now.
See you soon.
to all of you who are looking forward to the Eiyuden Chronicles,
(I know I'm way too early but)