This week, I’ve jotted down about a quarter of the plot events for Eternal Eden 4; plot devices, tropes, twists, and all that good stuff. This one’s designed to feel like a classic SNES-era release. Final Fantasy IV was my very first JRPG back in 1992 (and probably still my all-time favorite), so I want EE4 to capture that same childhood vibe. Visually, I’m aiming for something similar to Soul Blazer.
I’m cooking up something pretty meaningful for Eternal Eden 6. Honestly, I think it could become a future fan favorite.
At the same time, I’m also planning out the story events for simpler games like EE2 and EE3, which will lean into an 8-bit style. Those ones don’t need super deep storytelling, just enough to keep the quest progression fun and to hit that sweet spot for fans of the NES generation.
The weather’s been pretty intense lately, and I can’t stand being stuck inside for too long. It’s why I’m using this opportunity to outline the storylines for the whole Eternal Eden series; from EE1 all the way to EE9. That way, when production kicks off in September, I can focus on refining the details while coding the real thing.
This post, written by Elder Prince, falls under the micro-update category.
It offers a glimpse into the work happening between major reveals—technical steps that, while less exciting, are essential to making real progress. Just long hours and geeky stuff behind the curtain!
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