Monday, 25 November 2013

Welcome to the mountain!

So lately its been all quiet from the Blaze Softworks camp.
...
...
Yeah, that's my fault, I got a job and I've not had time to shout at everyone!
So without further delay, lets get into what we've left you guys out on.

  • Shifts in roles!
         Although we're not known to be the most professional of companies ~(We're hardly known at all)~, we still like to have a set layout for work. So we've shook the story structure up and moved some people around. So Ant who previously was a writer on the story is now chief battle system designer. We're still working on getting him a hat for this role, stay tuned. I, Ash, now have full control over the story and we took a collaborative decision to change from the 3 story layout to an open world type of story, allowing for more character development and player choice.

  • Latest Developments
          Well i've been chugging along where i can with the story, and i present to you some draft work for the Dwarven halls of VIREN FORTRESS!
the dwarves lead you through a huge stone corridor, wide enough to fit 10 Oxen side by side, and then some! As you move forward the large stone gates crash shut behind you, leaving only the dim torches to light your path as you traverse the gargantuan hallway. As you reach the end of the hallway you come to an arch, leading you into a warmly lit courtyard. the grey stone floors were well lit and had a warm red glow to them from the hearty braziers and hearths dotted around the courtyard.


‘Wow...’ Aija gasped, taken back by the beauty of the mountain city, the architecture was astounding, the dwarves were always famed for their craftsmanship and sharp designs, but never did she imagine it would be this beautiful.
‘Its amazing, i’ve never seen anything like this!’ Aija  exclaimed,


‘Aye, Dwarven architecture at its finest. What you’re seeing is just the outer court of the city-fortress of Viren. We’re a proud race, but damned I say. High priest Cairne thinks Calculen smiles out of his arse, but we’ll see. One day! By Rathen’s beard We’ll see.’ the dwarf captain trailed off into angry muttering at this point.
 So yes, that's all very thrilling and all that! Gaz is still working on the engine, banging his head against the wall of buggy code he's created. I'm sure he's okay...


So all in all, we've been okay. We survive as we do! So as always,

Be prepared

-Ash

Friday, 11 October 2013

Flow charts don't flow as well as I thought.


I realise the picture is weirdly placed, it's the only way you can read it.

Anyway, this is a BASIC flow chart of the dungeon generation for Basatha I am working on.
That's al I'm going to say to that one.

Gaz.

Tuesday, 24 September 2013

Changes are a coming.

So, I haven't blogged for a while.
Why?
Because I'm lazy.

Bye. <3



I'm kidding.

Right, things are changing in Basatha, but what changes?
As you all know, from information and screenshots. The game was being made in RPG Maker.
But, me being me, can't settle for one thing.
SO I'm learning (re-learning) Python and LUA.
Why those two?
Because my friends, those two are extremely powerful and relatively easy to learn.
This mean I will have immense control on everything and not just what RPG Maker wants me to have control over.
This also gives every one else to do more work while I'm sitting here waiting.
I cannot and will not give you an ETA on a prototype or anything because really, I don't know how long this is going to take.
But, I assure you, it will be amazing and I'm extremely excited to see what I can pull out of this, having full control over everything.

For the record, I am still using RPG Maker, because it is really good to keep ideas flowing and seeing how they could look and it keeps everything we have one so far neat and tidy for when I port them over to Python/LUA.

Thanks for your patience.

Gaz~<3.

Sunday, 1 September 2013

Aija the Siren

Aija

Aija lives in the small village of Streamview. This quaint little village is quite independent from the looming city-fortress that is Viren. the inhabitants make their own money from trade routes and their taverns. The village has a large wooden fence surrounding it, in order to protect them from the forest and bandits.

Aija is, as far as the townsfolk are concerned, a normal girl. She tends to keep to herself a lot of the time, but can make medicine for her fellow citizens, but is there more to her than meets the eye?

Find out when you pass through Streamview!

'You don't want to hear me scream.' - Aija

-Ash

Wednesday, 21 August 2013

Code Monkey: The Collectors Edition.

Disregard the title, I couldn't think of anything witty.

Anyway, I have nothing visual to update yet.

But, I am heavily working inputting the story we have so far as well as a tonne of maps and villages; towns and other wonderful things we have at the moment.

I can tell you though, even though we have a small amount of things done thus far, the game is starting to get big, real big.

I'll update you as quick as I can and hopefully give you some leaked information. *wink wink*

Cheers for your patience guys and/or girls.

Gaz.
 - Code Monkey.

Saturday, 3 August 2013

New art time!

New art time! courtesy of Bethan

Whilst everyone else is being productive, i'm staying up and watching anime ^.^ 
I am currently writing Corritas back story, it was only meant to be a basic explanation to post on the blog...it is now 3 pages, so yeah i'll edit that down and post a little on the blog shortly

-Anthony-sama-desu-kun

Thursday, 1 August 2013

An introduction to the music and sound producers White Wolf Productions

Introduction to Whitewolf

We at Whitewolf saw everyone introducing themselves explaining where they were up to and thought it would be a good idea, to get ourselves a blog spot on here updating the internet on where we are at with the OST.
Being a very productive team we work with deft fingers and efficient brains to get the soundtrack, which will for some be the most engaging part of the game, to come to life. Drawing heavily from musical aspects used in other RPG games, such as Final Fantasy, Summoner, Devil May Cry, Zelda etc we have begun creating a soundtrack which will encompass a great deal of musical ideas.
This soundtrack will take on a life of its own; the music we hope will strike deep down at the core of the gamer to fully engross them within the game.

The Writing Process
We feel it is important to explain our writing process, as it is the key element in how all these lovely pieces of music find their way to your ears.
Let’s start with the average writing session layout:
  • The purchase of stimulation drinks – A very, perhaps most, vital part of the routine is this without this we are simply like Cloud with no Buster Sword, or Zidane with his brass balls. Put simply we cannot function without being high as kite on caffeine.
  • The prep – The prep sounds like it is some kind of workout, and well in a certain respect it is. We sit down and we begin playing online YouTube videos. *for inspiration* for example this: http://www.youtube.com/watch?v=0gugBiEkLwUthis source of great inspiration reminds us our music can never be as shit these movies are.
  • Boot-up – We then boot up the software to compose on, bet it Reason, Sibelius, Logic, Cubase etc etc. And then we ignore that for a while.
  • Management – Then we get on with some other things non related to the music but instead linked to the other side of the business, the event management.
  • Secondary purchase of stimulation drinks – by this point we don’t even know the day of the week, this is good let’s begin!!!
  • Composing – so we’ll select various patches and instruments, start with a basic loop of a bass line or melody line and then start building up from there.
  • Expanding – Once an idea takes over we begin letting it grow to its full size, this could be that the music needs to be just 1 and a half minutes long, at other times the piece could last for 10-12 minutes for example – The Fire of the Forsaken – piece which is used in the Basatha OST.
  • Mixing – We probably do this, we just can’t really remember doing this.
  • Mastering – See above.
  • Uploading – We do this, uploading our music onto soundcloud for all you lovely people to listen to.
  • The Crash – Then the crash comes, and we usually turn to the internet at this point for some inspiration.
  • The Arguments – We then argue the toss about something which would to the outsider seemingly be pointless, yet, to us, is THE, and I can’t stress this enough, is THE MOST important thing… EVER!
Then we go home to our respective lairs and hibernate until the next session.
So yeah that is the basic layout of one of our sessions, we will at some point get round to showing you a video diary or this.


-White Wolf