Tag: news loop devlog
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August roadmap
Picking up from where we left off eight months ago—oh yes, the Mandela Edition launch discussion!
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Mandela Edition, wide fullscreen mode, RGSS++, and more.
after some recent rounds of testing, I’m pumped to say that the Mandela Edition is all set to shine in full-screen mode on 16:9, or standard 4:3.
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Eternal Eden XI and XIV might not be video games.
Let’s talk real talk for a sec. Life’s got me spinning plates, right? Dealing with severe financial headaches, drowning in monthly bills, and hustling non-stop on the side—it’s like a never-ending grind. And trying to squeeze in some game dev time? Man, that’s a whole another level of crazy. At this moment, one could argue…
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January Roundup
Such adaptations are crucial for the potential addition of new DLC with story-driven content post-launch.
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Enhanced Side-View Battle System
I’m aware that not everyone gives their nod of approval to AI technologies. Ignoring it or trying to boycott it won’t change the reality. I’m exploring options to strike a middle balance.
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Vineyard and Relica System explained + ETA
This feature wasn’t even in the original plan for the Mandela Edition until November 2023. It was actually designed as an exclusive feature of the Reboot Edition, but it felt so right for the Mandela Edition that I had to squeeze it in as a last minute addition.
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Mandela Edition: 10 New tidbits
Revamped Characters: Downey and Fierro Initially, these characters were limited to buff-debuff roles, making their engagement in battles somewhat monotonous, despite Fierro’s combat allure. However, they’ve undergone a transformation, acquiring distinctive special abilities reminiscent of Noah’s skillset, ensuring a more balanced and engaging gameplay experience. Experience-Free Enemies Defeating enemies no longer grants experience points in…
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Devlog: new video cutscene preview
Check out this quick video—it’s spoiler-free! It gives you a glimpse of how the new cutscenes blend in with the old 2008 version. This character might look and sound a bit goofy, but he’s actually a powerful entity. Turns out, Vaghat, the main villain from back in 2008, wasn’t the only Rishi Mage who survived.
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Gratitude to New Backers: A Heartfelt Thanks
This journey’s a wild ride, let me tell you. The Mandela Edition takes the original version to a whole new level! Massive thanks to everyone backing this dream!
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Devlog: new growth system
This update is setting the stage for something big in the future of Eternal Eden games—the Holy Spirit System.
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Devlog: Better Dungeon layouts in the Mandela Edition
My RGSS coding skills weren’t top-notch back then, so I had to ditch some dungeons or shrink them down while trying to tie up loose ends in the storyline.
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Devlog: Having a blast doing the Mandela Edition
Revisiting the game I made fifteen years ago is a great joy. Plus, I’m spicing things up in the latest Mandela Edition – the perfect way to celebrate the 15th Anniversary!
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Devlog: Ecclesia (EE:E) rises like a phoenix in Mandela
The Mandela Edition is heavily inspired by a project I dubbed ‘Ecclesia,’ aka EE:E, which I first introduced in 2012 using the RPG Maker engine.
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A Special Message to Previous Backers
Drawing lessons from my past, I’m determined to carve a better future for Blossomsoft, focusing on perseverance, leaving regrets and pessimism behind.
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Devlog: my commitment during the next sixty days
It’s amazing to revisit the 2008 version and reconstruct it with a fresh perspective and new story segments. It’s come a long way since I first announced it last year.
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Devlog: birthday reflections
if you’re looking to give me a birthday present and also snag something cool for yourself, here’s a win-win. Consider grabbing the Master Bundle for the upcoming Mandela Edition (visit the store), set to drop in December.
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Devlog: my shift towards ‘Anti-Social Media’
I’ve been really wanting to step away from social media. I know it’s not going to be easy, but it’s something I’m determined to do.
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Devlog: Mandela Edition tidbits
The game has evolved significantly beyond what was originally planned back in January.
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Devlog: seriously, we need to talk about ‘diversity’
Picture this: if we got a red, green, and blue slime in the game, each one would look completely different from the others. How cool would that be?