Sophia from Divinity Fatum drawn in a new style, that I lately started to work on.

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@divinityfatum
Sophia from Divinity Fatum drawn in a new style, that I lately started to work on.
Spontaneous update
I'll keep this one short. First of all, I have no ground-breaking or crucial announcements today. Game development is going slow as always, because of usual reasons (work, family, spending time on drawing various stuff, other activities etc). I'm kinda tired of making excuses, so I decided to just stop. But anyway, that's not the main point of this post.
I was lately talking with one of the fans of the game and along our discussion, I suggested him that if he wants, I can post updated version of the game. There ain't that much of new content, but it's always something and perhaps will give him a bit better insight on what is what, what is going on and generally some answers for more and more "whats" that this game offers. So... anyone interested can find updated version here:
http://www.mediafire.com/download/oa3nfihqboh325b/Divinity+Fatum.exe
Oh, beside new content I also made few small corrections in previous parts of the game. These are nothing big and I don't remember anymore what I changed, but I wanted to write about it anyway.
So, that's all. Cheers!
Divinity fatum is still being worked on, right? I don't mean to sound rude when I ask this, I understand that you have a lot on your plate currently, I just wanted to make sure it wasn't dead. Also, the work I've seen so far looks really great too!
Yes, it is still in development. It goes slow, as I basically spend my free time on many other things as well - not only Divinity Fatum. Anyway, although progress on the game goes so slow, it’s in such stage, that it would be just unreasonable to abandon it now :)
Getting rid of first issues
Small update to my previous post about few games that I made/make.
Apparently, I forgot to add VL Gothic font in both Townlore_2_0 and Gardens of the Void. That problem was already solved.
There was also another thing. If you already had or get mentioned font and played Townlore, you get to the final sequence, basically. It happened because I put wrong save file in the game folder. That, however should be also solved already.
Sorry for inconvience.
"Long time no see" kind of update
When did I write last post? About 4 months ago? Something like that. I wasn't very active here for various reasons, but I think it's about time to prove that I am still alive.
First of all, in previous post I mentioned that I want to remake Townlore... and here it is, in Download section on my blog. I've added a bit more of a background to the game, few clues that may help players speculate about what happened and most of all, I finally added Mainland - something that many wanted to be in the game. Of course along all these changes, game get graphical update and I (hopefully) got rid of some glitches that appeared in first version of the game. There is however one glitch, that I decided to left, for two reasons: first, I honestly don't know how to get rid of it without changing how certain event works, and second - it actually works in favor of getting that feeling that "game breaks". Ah, I also changed the "warning" document that's in the game folder. I got rid of unnecessary drama and decided to make it simple, yet a bit suggestive. All in all, I decided to make game closer to "Ring", rather than your usual creepypasta in which stuff happens just because.
Next thing is... another game! Yay!
Well, ok... calling it a game is an exaggeration. It's a simple idle game (I repeat - IDLE), titled Gardens of Void. To be honest, for me it is more of an artistic project, than a proper game. To advance, you simply have to repeatedly press Enter (or just wait long enough) for new things to appear on current island. Your objective is to collect tokens that let you proceed to the next island and so on, and so on. Currently there are only 8 islands - but I want to add more and more over the time. These currently available are related to characters I created over the time. Most of them should be familiar to you, if you've played Divinity Fatum. Gardens of Void is also available in my blog’s Download section.
Speaking of Divinity Fatum, the development is slowly progressing. It kinda pisses me off, that it takes so much time for me to finish this game, but I don't want to rush it. Also, I'm aware that many side projects and stuff I do distracts me from working on DF and for that I apologize to everyone who eagerly waits for it to be completed. For now, I can try to redeem myself by showing you some new screenshots from the game:
Next point - I'm currently working on heh... yet another game. It's a very short and small project, but let me tell you a bit about it anyway. The game's title is "Party at Foxy's" (after translating it to English). The game is currently made in my native language, but who knows? I may decide to translate it to English anyway. The game is - like Townlore 2_0 - a remake of one of my older games... and probably first game I ever made. As title says, action takes place in Foxy's house, where he, me and a bunch of our friends party hard - that is, until something dire happens. The game will be ridiculous and plainly stupid, but hopefully enjoyable.
And, that would be all for today. Cheers!
Pandora, Thing from the Forest and Axel
Some of you could have heard about one of my smaller projects - Townlore. It was a mere experiment in trying to create a creepypasta without basing on already existing content, like Zelda, Pokemon etc. It somewhat fulfilled it's role in conveying a bit of dread... but beside that it lacked content. Of course it wasn't really necessary for this game to be elaborate, full of options and stuff to do, but I guess it's always nice to have something more to do in the game.
Why am I mentioning this? For no real reason I decided to remake this game into something closer to what I had initially planned. It's not much, but I've added option to visit Mainland, which I wanted to do at first, but later on thought that it's not necessary. With this player can now visit shop, where he can buy some decorations to use in Pandora's house. Of course, if there is shop, there should also be money, and money can be earned only by some means (let it be work, let it be robbery). I've added new location - Cave, where player can collect various specimens, show them to teacher in University (another new location on Mainland) and earn money that way. Beside that, player can also make Pandora write an article or... make a game and earn money as well!
That is however not everything that comes with new Townlore. I've seen comments about Townlore where people wondered about who exactly Pandora is, and what actually happened to her. Basically, people got curious about the story behind game (not about the note included to it, but game itself). That's where I came with another idea. I will give people what they want.
Pandora's Trial is a title for another game. Player will take control over certain police officer. Story will start from checking a crime scene where certain security guard and his son were found dead (sounds familiar? Except I changed policeman for security guard... for a reason). Only thing we find is a note on PC mentioning game titled Townlore. Case seems to be hopeless, until someone suggest our officer to try asking for help a certain private detective - Axel.
In Pandora's Trial we're going to solve mystery behind the game, find out who Pandora is, what happened and finally how was it possible for a game to kill people. It's going to be quasi-visual novel asking for a bit of cooporation from the player. I also decided to give myself a certain challange when creating that game. I want it to be a game where every person presented is important to story, number of these people should be around 3, action takes place in only one room (beside introduction). Hopefully this will work out well.
So, Townlore 2_0 is almost done (I only need to add some texts and few events). After taht I'll probably start working on Pandora's Trial. In a meantime I'll hopefully add some new stuff to Divinity Fatum as well. Nonetheless, I wish to release both Townlore 2_0 and Pandora's Trial on Halloween (maybe earlier) as a pack of 2 games in 1. I hope you guys will enjoy whatever I'm going to create.
And that way another wall of text ends.
Cheers.
I'm so excited for the updated demo to be released, dude! I've loved DF since I saw someone do a playthrough of the first demo :D
I’m happy to read that :D. I’m slowly working on finishing the whole game, although currently I’m spending time on a different project.
Reblog if you are creating a Yume Nikki fangame!
ONLY Yume Nikki fangames please! I’m compiling a new list.
Dunno if you could still consider Divinity Fatum as a fangame, but well... it started as one. Also, picture of DF protagonist in YN fangames section should be changed to the one from the new version of the game.
Out of nowhere Divinity Fatum turned into Matrix.
Some time ago I found certain poster-like pictures depicting scenes from various games and animes. Their style caught my attention and I thought about doing something in similiar way as well. I spent two days to draw all more important characters from 2nd act, as well as their counterparts from act 3. Here are the results. They may spoil a bit, so be aware.
As for a progress report, I pretty much completed next location. I also figured out certain parts of plot, which as a result should give characters from 3rd act a bit more depth. First two acts had that good part, that I didn't have to come up with real dialogues. Act 3 bases on characters' interactions far more and I'd really like to avoid writing unnatural, illogical dialogues just to push the action forward.
Yeah, this one was a short one, but it's fine sometimes. To the next post. Cheers.
Back.
So... after some hiatus it is finally time to get back to work.
I was working on Million Souls To Take for a while, but I kinda lost my primary concept for the game somewhere along the way. I may return to that game some time in the future, when I'll figure out exactly how I want it to look like. All in all, I spend most of my free time in last dunno... 2 month... relaxing and just having some break from everything.
But these times are finally over. Now I'm once again eager to work on my main project - Divinity Fatum. It's kind of sad, that my motivation rises from tragedy, but taking in consideration theme of this game, it may be suitable.
Anyway, for starters I get rid of few bugs that were reported to me. Hopefully I didn't miss any. I also added descriptions for other "frames" in Art Gallery, so it's more interactive now. Next, I must come up with some info to put in Library, so it would actually serve some other purpose than checking world map.
Battle with second Martyr - Regia Aculeo is finally done. I also added some MP cost for skills. It won't really mean a lot in most parts, though. We can also visit Emilyn in Hospital now. Next thing to do is "searching for the Tower" part.
Theoretically there are not that many parts of 3rd act to do. The problem lies with proper presentation of these parts. I may also consider adding some more content to the final act, but on the other hand I don't really want to spin off too much from main story... which is pretty confusing as it is anyway.
So, to sum it all, I haven't really done a lot from last update. I simply wanted to inform that I still work on the game and that development is slowly going on.
Oh yeah, I also decided to finally put an actual picture of Salomon's face in the game:
Finally, I don't know when I'll release new updated demo, but I guess it won't be anytime soon. I want to cover a certain scene first. Probably after that, I'll release next and probably last demo. After that, next upload would be a full game.
That is all. Cheers.
Million Souls To Take
I started it on a whim. When returning home by train with my wife, we talked about some so called "RP groups". Then I came up with idea of almost claustrophobic, capitalistic Purgatory, where in order to ascend you have to buy yourself a ticket to Heaven. That - in a nutshell - is plot for Million Souls To Take.
Million Souls To Take is simple dungeon-crawler. We explore new locations, encounter monsters, collect loot and sometimes fall into traps to finally encounter domain's boss.
I want to capture in this game things that I mostly enjoyed in games, but it was never exploited to such extent to be fully satisfying. What I always loved in RPG games was character's grow and it's customisation. Thus, MSTT will feature Attribute System, which will give us control over character's development. I also intend to add A LOT of skills which we'll be able to learn freely. There will be also a lot of items and equipment with it's many variations (for example: there will be a simple sword and that same sword with fire attribute). Everything will be available in stores that randomly generate it's current ware as well as in "crosses" that serve as treasure chests in game. There will be also a lot of summons that will aid us in battles and grow alongside us. Everything put in simple, yet difficult game where we won't have much of a plot, but hopefully a lot of entertainment.
These... are however plans so far. Still I'm kinda surprised that I actually made something with that concept for a game. I remember that when I came with idea for the first time, I had on mind a loose mix between Danganronpa, Hotline Miami, Persona 3 and Diablo. What will be the outcome? Time shall tell. Anyway, just to be a little more brief, here's a list of game's possible features:
- Many different characters to pick
- Character's grow control (so far there are only two, but that will hopefully change)
- Many skills
- Many equipment
- Many items
- Variety of summons
- Upgradeable room
- Challange room
- Cohorts with gods
- Abstract locations
- Difficulty (not an option - a fact)
Yeah, that should be enough. Finally, some screeshots depicting current progress:
And, that's all for now.
Cheers.
Minor changes and progress report.
It seems to be some kind of habit lately... I've noticed that I write a post pretty much once a month. In this past time I did... not much of a game, being honest. Main reasons for that were: - being physically tired - lacking concept for next Martyr's stage - being tired of working on Divinity Fatum (temporary, though - I'm not going to abandon this project) In a meantime I started working on some kind of side project (yet another one) to serve as some kind of steppingstone for me, when I get tired of working on DF. It's in an early phase as I only made "main base" and overworld so far. I guess that doesn't tell you much, so let me explain a little about that project, before I move onto main topic. Game's title is: "Million Souls to Take". We're taking the role of recently deceased person. Action takes place in capitalistic Purgatory where we can literally buy ourselves a second chance by exchanging it for mentioned million souls. We can collect them from the "Fallen Ones" - beings that were once humans, but because they stayed in Purgatory for too long, they lost their identity and cause. I plan to make it into dungeon crawler being mix of "Elona"'s open world and "Persona 3"'s battle system (typical turn-based jrpg battles). I want to put there what I like the most in that kind of games - a lot of customization. I don't really mean character's appearance here, but rather a lot of skills, items, allies etc etc. I intend to even put there an option of making yourself a house and later on even creating something like a town. Except that, there will be a lot of dungeons ending with boss battles. We will be given all that, while fighting not only to gain a second life, but also to not turn into the "Fallen One" by ourselves. Everything kept in '80's theme (kinda. I was inspired by Hotline Miami here). Anyway, here are some screenshots of that something:
Now, a little about Divinity Fatum's development progress. First, I added a little visual adjustment in certain parts of the game. Basically, I thought that I could add script that I used in Townlore to enchant feeling of tension in certain parts of the game. At first I just wanted to make Martyr's stages to look more disturbing, but when I noticed the effect of this script, I thought that I could also use it in other moments of the game. With that little touch-up, I get something like this:
Next news is that I finally get an idea for second Martyr's stage, as well as how it should look like in the end. I had a certain idea for Martyr's image alone, but I found it not exactly threatening. After spending some time away from the game I get an idea of how I could make second encounter look like. I haven't scripted battle sequence yet, but beside that whole stage is pretty much done.
I should also finally force myself into maybe adding some dialogues with students from the School, add some books to the Library and write some descriptions for pictures in Art Gallery. These are the things that don't push the story forward and pretty much serve no purpose other than making the game more interactive. That, however is ironically quite important part of gameplay...
Finally, some screenies of latest little progress:
I'd also like to remind that there are save states for both Act II and Act III in download section here: http://divinityfatum.blogspot.com/p/downloads.html . If anybody would like to check out the newest add-ons by themselves, be my guests. Demo was also updated.
And that's all for now.
Cheers.
Progress Report
It was quite some time from the last update. It should be a good moment to let everybody know that game's development is still going on. So far I'm done with first day of Act III, which ends after finding a clue at Art Gallery. I also started working on next location which hopefully will be more challanging than currently made part of final act. This will be also a moment when - like in first act - we'll go into non-linear gameplay. That means that besides doing main route, we'll also be tasked with optional side quests. I was also thinking about how to lead the story forward and how should it end. I could've mentioned it before, but on this stage - despide having a vague draft of a story - I'm creating a plot spontaneously. Honestly I'm still amazed that this game has arms and legs despite being created in such fashion (have in mind that previous acts were made in similiar fashion and that game wasn't supposed to be one big game, but three separate ones). Anyway, according to current "plan", the game will end in a way that leaves a gateway for a sequel. That means that even after finishing the game, there will be some unanswered questions left. Some may hate that kind of endings. I hate such myself. However Divinity Fatum's universe is part of far bigger one, which may be a place of action for another game that I may start working on after dealing with DF. Next, there was a suggestion that I could release save states letting players start from either 2nd or 3rd act. I've noticed that there are people who play the game after every update for even these 10 minutes of additional gameplay, but usually they have to replay whole game in order to get to the new content. It occurs mostly because I often apply some changes to previous acts as well, which in fact make it impossible to start the game from a save state from previous version of the game. Because of that it seems to be the only fair way to let players enjoyably experience updates. These save states will be available to download in "Download" section on official blog (http://divinityfatum.blogspot.com/) until the game's final release. And finally... screenshots time. This time there are two screenshots of new location and a picture of an event that will take place further in the story:
Update
I uploaded a bit updated version of the game (which can be downoladed from here: http://divinityfatum.blogspot.com/p/downloads.html). Here's the list of made changes:
- Changed a bit how Intuition System works
- Added actual endings (3 so far)
- Added a bit of 3rd act - still unrefined, but somewhat playable for a couple of minutes
That would be all about updates.
Also, about "contest" which I mentioned last time - I get barely 3 pieces. By that, unfortunately I have to scrap the idea of putting other people's pictures into the game. I appreciate all efforts made, but sadly there were not enough responds and I won't move deadline any further, because it simply won't change a thing.
And that would be all. To the next post with - hopefully - some meaningful update.
Divinity Fatum sort of wallpaper