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 11 
 on: February 14, 2024, 06:43:25 am 
Started by Martijn dh - Last post by Mariotag
Actually, do you plan on making this available on consoles?
If so, that'd be great!

 12 
 on: February 13, 2024, 06:33:25 pm 
Started by Martijn dh - Last post by Mariotag
Yikes. Well, something to keep in mind if I ever do make something.

 13 
 on: February 12, 2024, 07:39:29 pm 
Started by Martijn dh - Last post by Martijn dh
How much time and money did I spend on this game do you mean?
Oof. Uuhm.. Welll... That's kinda a painful question. Hahahaha!

Its pretty massive with about 18 years of time spend all in all. Just this last year was already at least 8 or 900 hours spent in total on my end, if not over a thousand. Although I have really raised my efforts a lot for the demo/trailer/Kickstarter deadlines. I also had missed income due to taking extra time off from work. The sprites, sound effects, music, fees and misc expenses just last year have also been several thousand euros. Which is honestly very low. You can easily spend several times that amount for the same work depending if you're unlucky with partners and rework. (Also the reason why I'm doing a Kickstarter to be able to complete the game).

If you're interested cause you want to make games yourself then I highly HIGHLY recommend picking a different genre. Zelda-likes are some of the more complex options out there. At least coding wise. Smaller puzzle and/or action game are way more viable and less risky. Tactics and strategy games are also better options cause there's a bigger market for them on Steam.

 14 
 on: February 12, 2024, 06:43:24 pm 
Started by Martijn dh - Last post by Mariotag
How much does it cost you to do a project like this just about?

 15 
 on: February 12, 2024, 12:21:37 pm 
Started by Martijn dh - Last post by Martijn dh
Hey everybody,

I was so caught up in things that I completely forgot to do actual updates. Long story short (as I'm on my break from work right now):
- A demo has now also been released on Steam! It was a bit more complicated than expected at first, but it's yet another milestone reached. XD
- Already updated the demo based on the Steam stats: the early areas have been made slightly simpler (= more hints and smoother curve). The average Steam playtime has been going up, so that's good!
- There's still new dungeon music coming in. 8)
- A new batch of sound effects has also been commissioned, covering about 1/3 of all the remaining sounds needed for the full game. So that's actually big step being made on that front.
- And also put out the next pixel art commission package. So there's progress on all fronts of development at the moment.

Progress report:
Code: [Select]
v0.28.025 (22 januari 2024)
* Adjusted sound effects when using the cane item without magic or at an invalid location
* Fixed funny glitch resulting a dual 360 sword atk when the enemy blocks the hit during certain frames
* Fixed not being able to create magic blocks on some bridges

v0.28.026 (26 januari 2024)
* Tinkered around a lot looking to replace a few more old sound effects; replaced one more sound effect
* Reviewed latest music track

v0.28.027 (29 januari 2024)
* Made new demo version for sound effect commission testing

v0.28.028 (30 januari 2024)
* Added boss name to initialse encounting of the demo boss
* Fixed max amount of secret(chests) on the credits screen to be 4 instead of 3

v0.28.029 (3 februari 2024)
* Added sound effect to adjusting sound effect volume

v0.28.030 (5-7 februari 2024)
* Reviewed new music and sound effects
* Fixed a placeholder mountain tile accidently visible again
* Implemented various new sound effects

v0.28.031 (8 februari 2024)
* Reviewed more new sound effects
* Delete button no longer acts as default cancel button
* Several more keyboard buttons (including the numlock area) are now valid for key rebinding
* Made intro boss do less damage
* Added extra text and visual hints to weakpoint intro boss
* Added more hints to the early demo obstacles (= mostly making sure players don't just receive text based hints)
* Tweaked NPC dialogue hinttext
* Rotated starting equipable elementals
* Added extra sound effect to rusted buttons
* Added hinttext to intro boss fight

======================
Released demo 2.2
======================

v0.28.032 (9-10 februari 2024)
* Put out new pixel art commission package
* Tiled another new room
* Reviewed more French translations

v0.28.033 (11 februari 2024)
* Reviewed more French translations
* Reviewed new music demo

 16 
 on: January 28, 2024, 03:36:11 pm 
Started by Martijn dh - Last post by Martijn dh
Some big news this weekend:
- We have a Kickstarter start date -> March 8th! XD
Follow the project here for a notification the instance it starts. Which will help get one of the cheaper early bird copies ;).
- Also demo 2.1 has been released over on Itch!
- And the Steam review process has been initiated, so expect the demo on Steam soon as well!

More details can be read over in this Itch blog post:
https://hornofbalance.itch.io/horn-of-balance-pre-ks-demo/devlog/668213/10-demo-update-and-kickstarter-launch-date

 17 
 on: January 23, 2024, 10:44:10 pm 
Started by BlackwingE - Last post by Mariotag
Ah. How long has it been in progress?
I'd love to wait on the full game.

I started development in 2005/2006 lol. Last update was in 2017.

Yikes. I have a long wait ahead then.

 18 
 on: January 23, 2024, 05:42:41 pm 
Started by BlackwingE - Last post by BlackwingE
Someone actually uploaded a playthrough of the entire demo on YouTube 6 years ago, that I enjoyed a lot.

https://youtu.be/j_qnKcEqbjU?si=xydS20o3PDBv2Wxx

 19 
 on: January 22, 2024, 08:38:41 pm 
Started by BlackwingE - Last post by BlackwingE
Ah. How long has it been in progress?
I'd love to wait on the full game.

I started development in 2005/2006 lol. Last update was in 2017.

 20 
 on: January 22, 2024, 08:08:54 pm 
Started by BlackwingE - Last post by Mariotag
Ah. How long has it been in progress?
I'd love to wait on the full game.

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