A small update this morning. 1.2.1 of the demo for Advent Heroes has been released and brings one noticeable change to Frostpoint. Specifically, rather than risk having a bug with the ledge design after making the previous set of changes I have given the area a complete overhaul which is now structured as a maze of passages that you must navigate your way through in order to proceed to where the guardian is located.
As always, I will update as more changes and adjustments work their way into the demo. I have at least one more change in map assets that I want to make with version 1.3 of the demo, so please be on the lookout for that.
Game Demo 1.2 Released
Following some additional modifications and testing version 1.2 of the Advent Heroes demo is up! This release contains the following changes and fixes:
Frostpoint has been partially moved off the RTP. Although some elements of the default MV style remain, they're primarily because of the fact that changing them would require additional work which for the purpose of the demo is something that I didn't feel was necessary. There is a slight chance for a bug with the terrain on the second floor, however for the time being I will leave the map as-is. Note that there is also a small bug with the placement of the door at the cavern's entrance which will be addressed in a future update.
The music has been moved off the RTP as well. Some elements of the soundtrack may or may not be credited properly, but for timing reasons this will be addressed in a future update.
I also fixed an annoying bug where the battle sequences didn't start properly due to a variable data issue. As the code for this is not actively being used, it has been completely removed to resolve the issue.
A repetitive screen flash is used in this build to warn of battle encounters which stops after a few cycles to phase in the battle sequence. This is only present in the demo build at the present time, however I am declaring it now as there is a small chance that it may cause an errant reaction in persons with photosensitive neural disorders.
More updates will be posted as they become available.
Demo 1.1 Update is Live
After throwing some ideas around and determining that there are a few things that need to be accounted for, I have pushed out version 1.1 of the demo for Advent Heroes. This update makes a few changes to the game:
It is no longer possible to use compatibility mode to bypass the additional security checks that are required for Windows 11, and in fact it has been disallowed on all platforms to ensure the security and integrity of the entire game package.
The background images for battle scenes has been removed to give the game a look and feel that's more along the lines of NES-era JRPG games.
The graphics for the fortress mission have been completely changed as I begin to move the game package away from the tilesets that ship with RPG Maker development tools, in order to give the game a look and feel which doesn't rely as much on generic visuals as it otherwise would.
An about the game scene has been added with proper citations for the software frameworks used by the game. This was an oversight on my part in the initial demo upload, so I am adding it in to maintain compliance with the terms of licensing for these and other materials.
More information and updates will be announced as they become available. Thank you for your interest so far, and if you haven't already played the demo then I encourage you to do so at your earliest convenience.
PSA: Announcing the cancelation of Advent Heroes on macOS
I am writing this with a heavy heart.
As of today I have made the difficult decision to cancel development of Advent Heroes on macOS. The decision comes down to a number of reasons, but the main connecting point is the emphasis on M1 Macs over x64 as part of Apple's transition to its own proprietary processor architectures (which in layman's terms is what makes your computer system or game console tick from a functional standpoint; that is to say, it's the "brains" of the operation). As I do not have the resources to add more recent macOS hardware to my development kit, the required frameworks are not natively supported on anything other than x64, and the general state of Apple development precludes a number of functional requirements for a custom solution that would alleviate these concerns (among various other reasons both legal and practical), I do not feel at the present time that I can adequately support Apple products under the current state of affairs.
Although I do admit to snap judgments over trivial affairs (and in fact this is one of the character quirks in my project) I feel that this one is warranted by the changes in the macOS development landscape which have occurred during the course of development, thereby affecting the feasibility of porting to the platform in the first place. Indeed, at the time I started development Apple was still following the x64 standard with macOS, and none of us even suspected that a move away from that standard was even being considered. Sadly that has now been proven to be the case, and as with prior abandonments the transitions made with Apple hardware have a distinct pattern of ending with a full retirement of the necessary features (which has already been seen after transitioning away from x86 and PowerPC in the past). In fact, I already have to export the game from my development tools before I can even copy them to my iMac because macOS Catalina has completely removed the x86 features that my editing tools require. Furthermore, the game has progressed so far along that it would take both complex legal negotiations and a complete rewrite of the game itself to even guarantee that I can release under these circumstances without substantial barriers to acceptance - not to mention the indefinite delay that would be required in order to do so.
Therefore, and based on experience and the general patterns that I have witnessed over the years with Apple's developer requirements and hardware support, I am not comfortable at the least in continuing to develop for macOS at the present time. I did not come to this decision with a light touch by any stretch of imagination, but due to personal uncertainties and the observed support patterns I do not feel that I can do the game justice on macOS or any other Apple product given the circumstances. I must caution that this does not affect any other computer or game console systems that have been declared for support in any capacity whether publicly or otherwise, so I will continue to develop for Windows, Linux and Xbox without further interruption. However, given the circumstance and challenges of the macOS platform I can no longer guarantee that I can launch as originally planned and still remain within acceptance of support for Apple's developer requirements.
Full Reboot and New Direction
So it has been a few years since there was activity on this project, and let me say that it has been quite a trip. I am now refreshed and ready to throw my work at this thing again, and with several changes and refinements to my vision. So many, in fact, that I required a massive rework of the game from the bottom up.
First of all, here's the biggest change: the path is now closed. My vision has long since expanded beyond what my original plan could hold and then some. And second, the change in direction also came with the consequence of having so much in terms of material to retcon into such a massive change in scenario structure that eventually I simply gave up and chose instead to rework everything. And the result is Advent Heroes.
This is more than just a change in name - moreover, it is a change in the direction of the project as a whole. I have relocated the beginning of the game from a reworked future version of Detroit to 20XX New York City, so the game now effectively takes place in our time. The transport to the other world has also changed - where the original idea was to separate an entire community from within the Detroit metro and transpose it onto VI Delta (which is now known as Runeria in the updated storyline) the pregame now utilizes a more scientifically-feasible version of the isekai effect (literally meaning that which connects across existence, for those who are unfamiliar with the concept). So instead of being lifted off of our world the portal works as a portal normally would, creating a gateway between Earthpoint and Runeria which can be crossed at will. It is first constructed as part of a class project by Kyla Larson (one of the very few holdovers from the original concept) and is convincing enough to garner high marks during the presentation assembly. But just sixteen years later she is forced to witness the sudden loss of her third grade teacher from the time of that presentation as Miss Allison falls to wounds incurred from a drive-by attack. (Thank God she's now an officer for the NYPD, or this would've been even worse to experience.)
Also changed is the entire skill system. I have completely streamlined all of the special abilities and moved the advent powers to their own battle commands, which now require a full charge to use instead of having two levels of effect for each member of the adventure party. Naturally, these abilities can make or break a difficult encounter so wise use of their powers is the key to victory. And speaking of the Great Advent, the story has been concentrated upon just two locations in the depths of existence... so the parallel world of XVI Bravo and its metaphysical neighbors will sadly have to sit this out. But the consequence remains intact - with the provisions made possible by the connection to Runeria, a massive threat is detected which threatens to upend even the sacred guardians themselves, with the possibility of even spilling over into our world if left unchecked. And to make things worse, the parties which are responsible for this cataclysmic situation don't take kindly to our heroes, and will consider them as heretics worthy only of being destroyed in the name of a false interpretation of destiny.
And on a final note, the project is no longer going to be limited to distribution on Steam. I am pleased to inform that Xbox support has been added to the roadmap, and will be available side by side with the Steam release from day one.
Future of the Path: An Update on What's Next
First off, a quick editorial note. This entry completely replaces a prior report concerning project expansion, which has now been called off due to changes in the Apple Developer Agreement effective 14 October 2019 that preclude me from continuing with macOS support at this time without effectively testing every single aspect of the existing game structure and design elements against the new x64 mandates. (I'd do an entirely new post of course, but the new announcement system has so far refused to cooperate with me).
Second, I admit that it's been a long time without updating. However, in light of some very recent events (and numerous other unanticipated reasons beyond my control) I have come to a turning point where evaluating the project in its current form requires a new perspective. The first of these is with regard for the current package and design plan, which is being completely overhauled beyond the extent of my original vision. This situation (combined with unanticipated personal issues beyond my control) have also forced me to pull out of a publicity prospect that would've encompassed the prospect of a product pitch competition (think Shark Tank for game developers). Bringing attention to others who could move the vision forward - even under the original plan - has also proven to be more difficult than anticipated.
Another thing I have noticed over time is what happens with your family and friends if they don't quite understand what it takes in the process of planning a game development project. While sometimes it takes money to support a project that could potentially be worth money in itself when it's done right (meaning the presence of a disconnect between legitimate business expenses and the kind of things you'd see in the news or on American Greed or similar documentary programs) sometimes the "family and friends level" simply doesn't "get the business", or so to speak. And to be fair, I have also noticed that I totally suck at marketing, and there are many other things for developing and publishing a massive game like this for which I simply cannot do on my own.
Finally, my creative plan has encountered a seismic shift in scope that has started to spiral my original concept into the great vortex and out of the control of common sanity (though not that kind of common sanity, for the sake of my concept) which has expanded the creative opus significantly and resulted in a bold new direction for the project as a whole.
To this point I will be adjusting my expectations and placing an indefinite hold on this project, after which there will be a whole new identity for the game and many extensive creative changes. Unfortunately this means that I will not be continuing with the Spectrum's Path identity as it is beyond my capacity to settle on a seismic shift of this magnitude without contacting Steam support relative to policy requirements concerning the project naming conventions and procedures. Truth be told, I am more than prepared to simply clean the slate off and start over from the beginning because of this, even despite the initial cost of entry for individual Steamworks projects as it is likely to be more efficient for my personal capacity, planning capabilities and general requirements. For now I have changed the header name to reflect my tentative new project identity, and will follow up with a full drop of fresh new assets in the coming days and weeks.
Until then, please keep animal populations in mind, fix your pets accordingly and above all else, stay classy out there.
Concept Building Part 1: Setting the Scene for a Near Miss in Life or Death Situations
To date my biggest and most extreme twist is also my favorite of what is already written to this point, and it happens very early in her involvement. (Not counting the opening scene, but going into that would be an even bigger spoiler than what I'm going to describe for this update. But to paraphrase a literary line from Ted "Dr. Seuss" Geisel, a spoiler's a spoiler no matter how small... and this is no exception so click away to someplace else if you're sensitive to this.
With that outta my way, here's the deal. When you reach the point where Lt. Kyla Larson is on your side and the importance of the encounter to her investigation revealed, another member of the crew in this calling - mystic investigator and mana arts master Isabelle Rogers - experiences a sudden, "below the neckline" pain pump that ultimately serves as a warning of things to come. Unsurprisingly, she steps aside whenever you go anywhere that connects beyond Kyla's home after this... until after you complete a field operations test that leads to claiming an important objective implement, of course. Problem is that Ms. Rogers goes full cardiac just as Lt. Larson is finishing up and the odds of conventional survival are royally screwed against her.
Typically the last-ditch here is a "prime job" - so named because of the Bioprime Lifestyle System integration that's involved. The catch, of course, is in how there are numerous cultural differences that immediately forces a tribal council on whether to attempt the system integration work or simply pull the plug and hope for the best. Complicating things further, of course, is that the situation has never happened quite like this before... and the same cultural differences at work in assessing the situation have also resulted in tribal officials determining at the time of the clinical testing phase that the possibility of exposing sensitive historical material wasn't even worth the effort in the first place.
Ouch.
This brings me to the point of the update: approaching the serious situation behind a typical "life or death" scenario in the context of innovation that's many years beyond what is currently known (this is forwarded into generation 24XX, after all) and the means of making it clear that it hasn't come to this yet. While the scenario is already written I determined that making a case for the cultural rethink that occurs to actually do the integration would be served the best with a public announcement regarding the situation and how it affects what's about to happen. Again, without spoiling the importance of the opening scene I'm just going to say that she's not dead like you think, and that ultimately you'll have to face her eye-to-eye and agree to work together for the common good, even as her knowledge of what happened to her is essentially lost to her restorative treatment at an earlier part of the plot to date.
This led to the most common means of highlighting the importance of a return to service threatening to be cut short in modern society. I am of course referring to the evening report, and Lt. Larson's hometown is no different in this respect. As I am still at work on the details and concept in terms of scene building, the newscast has been implemented at a very basic level as of tonight. It's not intended (or anticipated) to be the finished product, of course - rather, it's a so-called "draft animatic" at this point - but it should provide an idea of sorts as to how this is going to play out in the finished product.
I should note that it is typically not proper form to actually release a draft animatic for public analysis in the creative arts, but there have been exceptions to this rule in the past much like there is for what Ms. Rogers goes through at this point in terms of this "fourth-wall busting" plot twist. If you're interested in how the newscast element plays out at the point where this occurs, the draft animatic is now live on the project video clip system. (I should note at this point that it is hosted on YouTube and not within Steam, and therefore all cross-linking rules apply in terms of cautionary practices.)
One final announcement to close this update: Owing to awareness of those born of the spectrum's path this month I am close to releasing my concept introduction and will be posting it soon as part of a publicity effort that will eventually include a call for public support. I have not yet determined where I intend to go for marketing during the public support phase (right now I'm split evenly between Kickstarter and Indiegogo) but I plan to finalize this by the month's end in order to further capitalize on the timing in pertinence to the latest milestone in the course of my work.
Release Delay Notice for the Implementation and Review of European Rights Reform Compliance
As you may have already heard, the European Rights Reform has largely been passed without modification. While there is no guarantee that its effect on game development will be in the favor of my project as it currently stands, I am unfortunately going to require immediate delay of the full release of Spectrum's Path to cross-check game elements and structure flow as a precautionary measure. Nobody likes a setback of such magnitude of course, but even off the spectrum you have to be reasonable in what you're intentions are which is why I am doing this now so that I have enough time for getting this done and over with. Please note that because of the coming support deadline for those of you still on Windows 7, there will also be an immediate system requirements change as a result of this delay.
Midpoint Update @ Feb. 15, Cycle 19 Gen. 20XX - Unintentional Function Tests and Errant Access Triggers
First off, a late shoutout coming off Valentines day. Second, for curators and other parties who have been afforded my initial key codes for testing and publicity I have published a bugfix regarding a mission to where progress is stalled because I forgot to change a few settings that are pertinent to a very important trigger not to go off after a certain level of progression which is effectively unreachable without such objective beneath the access blocked by the errant trigger condition.
Fail.
And then of course I junked all progress entries in the logbook corresponding to what I had tested to date, and the reason it happened was the result of an unintentional test of "access rights" bugcheck material.
Double fail.
Which brings me to the core of this post. Bugfix material is difficult to spot if you're not paying attention (and sometimes it takes replaying a particular mission before you realize it's there). In this case, while replaying the liberation portion early on I had a transfer event off the side of the castle halls to the northeast with a hidden stairway en route to the brig that's supposed to take you to the final normal blockage allowing you access to an important figure among the game's non-playable cast members (hereafter NPCs, as we call 'em in the biz). However, it was originally written to be available starting after the liberation job was complete... and yet I never changed the access trigger to account for the rewrite job I did for that in the first place, making the boss gate unusable because its seal would otherwise be unbreakable had I not discovered what was up with the malfunctioning access point.
Epic fail.
Bottom line is this: sometimes the most unexpected and unintentional situations in the course of project development can be sprung off even the most unintentional errant moves. And when that unplanned bugcheck forces you to replay every last part of your game in order to get back to where you left off in plot writing, you can make some rather unexpected discoveries and find anything and everything else that needs urgent attention than you previously anticipated. (And for extra context, ask Bing or Google about "Earthbound crash wipe" to see what I mean regarding the incident that ultimately led to this.)
Behind the Spectrum: Disappearance, Protection and Circumstance in What's to Come
First thing I will say is that as the first official project I've done, obviously this is uncharted territory in terms of my outreach and expectations which makes this a sort of learning experience, so keep that in mind throughout my progress tracking and development process. Second, I'm not hesitant in terms of any unintentional misunderstandings so allow me to clarify matters if I explain something during the course of development that seems a bit off center for your expectations. And third, I relate to the cast and crew in this project myself. Big time in fact - which is exactly what gave me the idea for this project in the first place. But most importantly, my commitment to storytelling in this project actually goes down another ten levels into the proverbial rabbit hole thanks to this dour piece of news from last year:
For the unaware, the 16-year individual in question, off a turn of events near Wolf Creek in the vicinity of LaPorte City, Ia., was beset upon a rather untimely disappearance. And tragically, what was left of him would ultimately be discovered within the same area in early August. But the mere fact that Jake Wilson was himself of the spectrum's path ultimately led to this project becoming an even bigger deal for me than I anticipated so to honor his memory I knew I had to do something in the course of my work on this.
That led to prototyping several aspects of the early missions and numerous edits thereof until I hit the sweet spot: a similar disappearance that sets up everything yet to come. To ensure that I was tit-for-tat on equivalent circumstance, the crew member in question was a recognized mana arts master on her metaphysical home world and a tribal representative investigator who detected a major intrusion on her core ancestral outpost. Sadly she was too late to stop what was happening and in a final act of defiance moved to intercept the rest of the rogue mana energy and ultimately would be almost completely destroyed as this one was clearly not enough.
And this, of course, is where you come in, working from the perspective of chief processing supervisor Tedd Meyers. A special event showcasing corporate excellence is almost flawless except for a near miss because someone's been having some trouble mastering the recent technique changes that were up for demonstration. Unfortunately that's about to end up being sidelined as Mr. Meyers wakes up the next day and basically walks straight into a trap from which he cannot reasonably escape. Thankfully his boss is a witness to the situation and, through inherent abilities she developed in recent months, basically delivers a healing touch by which Tedd is able to recover on the immediate.
But this, of course, is the least of his problems as it ultimately turns out that his entire block is completely separated from the rest of the city and stuck in the middle of VI Delta - the same world from which the ascribed mystic investigator was undone... or so you'd think. And by the day's end the nature of what really happened to her becomes even more apparent than otherwise... and that the circumstances that necessitated what was done to protect her are starting up again - this time with a far worse consequence at stake.
I won't spoil anything else for now, as I have enough to do in building out the rest of what's to come. But suffice to say that anything can and will happen over the course of what Tedd and his crew will have to deal with... before it's too late.