A space visual novel with RPG and simulation elements? This is the proposal of the Questverse project, made by a single passioned gamer and aiming to push the visual novel genre to its limits, delivering an unique, cross-genre experience.
Hello once more space adventurers! So...I have been wandering in the darkness of the deep space since November on IndieDB until I had something interesting to show, which I do have now(currently for linux users only)!
Posted by Tsukigames on Feb 18th, 2013
NOTE2: The game exe was recently improved, so if you use windows, if previously it didn't worked for you, it may now do.
NOTE3: I think it is now best to show news articles at each 2 months timespan, as the space map, quest and end user testing takes much more time than I used to spent until now. You can see updates at my twitter to the right and some images and videos may appear in the meantime between articles. Further notes may be appended here at this news article until then also.
Some may ask themselves why I hadn't shown the game demo on December or January as promised, well, at December I hadn't much time(christmas), now for January, around day 20 I already had the playable demo, but only for blenderplayer(which has not much protection); so, I figured I should wait to do the thing right, which was talking to BPPlayer(encryption, speed optimization software) creator(besides power shortages and others things which happened) and requested some cryptographic changes to its system, some of the improvements did get made, but others proved to be impossible due to blender nature. After those news I started right away working on the cryptography changes I required myself and made something reliable enough for now with two days of work.
Due to my desire of already present a demo, I applied my efforts on improving what the game already had instead of new content, I know I said I would already work on the game first quest, but nothing matches a 'good ol' demo. I tested and retested the rest though, and now I really will start working on the first Quest(currently on the space map, which comes right before it). The initial setup, logo, title, main menu, character creation, intro and space map scenes are already stable(I hope); except at the character creation, where I again found a nasty bug on blenderplayer and reported it(though I'm getting no feedback there currently), for now I already included a temporary workaround for that at that scene.
The current pre-alpha demo(so not really a demo yet) can be downloaded at the Download area above or the Latest Downloads area below this news article; and it currently only works on linux, as a windows version will require recompilation of blender into a windows machine, maybe minor code changes and the creation of a game exe(which will take a week or so). It do came to my knowledge Blender Game Engine folks do not pay much attention to the mac version of it(or so I was told), which resulted in more thirdie software bugs, I wonder if I should drop the mac OS version due to this limitation. Burster web plugin is out of cogitation also due to security issues.
Another things I did were:
The game now have a manual, which is too in progress, which can be obtained by downloading the game or at: Lunarts-studio.com.br.
About the executable, please let me know of issues, tips, hardware data and the like(also read carefully the game docs folder). Also note which the addition of cryptography in the game doesn't mean I will not gradually and selectively share the game assets and make tutorials about it in the future.
Regarding the campaign end at December, indiegogo taxes plus brazilian government taxes(D=) ate a considerable sum of the campaign amount; so, I recommend to you to choose a minimum value which is still a great amount discounting taxes, at the mode "funded or give the money back" instead of "Receive all funding" when campaigning.
This month special thanks go to EdDaenar from OpenGl forums for some helpful hints in the past, Elfy admin from the Ubuntuforums, indiedb Pabo for some spelling corrections and a minor thanks to blenderartists user leonnn for mentioning transition speed issues at the intro video.
That is it for now, thanks and until the next news article friends!