Hey there, heroes!
Remember, remember, it’s now November, and that means another meaty update for all of you waiting for that new drip of Eiyuden information. We know the wait for that monthly update can be tough, so we’re trying our best to make sure the wait is worth it.
Surveys
It’s finally here! The main event! The thing you’ve been waiting months for! The Eiyuden Chronicle Kickstarter Survey (survey, survey, survey…)! First, an important reminder: some of you received marketing surveys during the Kickstarter campaign. This was NOT the official Kickstarter survey.
The official survey will go out starting Friday, November 13th (ooh, spooky!) in Japan, and Thursday November 12th in the US. With over 45,000 backers, this will be a process that takes several days to finish. If you don’t get your survey on the first day, don’t panic! It will absolutely arrive within a few days. If you haven’t received your survey within one week’s time, please reach out to us at
pr@rabbitandbearstudios.com.
Also, please, please, PLEASE check your spam folder first, to make sure the survey didn’t end up there by mistake. The survey will be open for a large part of the development process, but since your answers will allow us to get an early read on some key information, it would be extremely helpful to get your responses sooner rather than later.
We’re also working on a store backend solution that will allow pre-existing backers to purchase additional items. This system will also allow backers to input any reward related details that are not covered in the upcoming backer survey. We appreciate your patience as we continue to develop and test this brand new system.
Murayama’s Monthly Development Update
We are now in the process of fleshing out the details of the game design that were vague before. Right now, a lot of ideas have come from our team members, and my job is to pick and choose what works in the context of the game "Eiyuden Chronicles".
However, I'm often stumped when I'm faced with ideas that are equally good and difficult to decide on. I often wonder whether I made the right choice or not.
And the biggest job I have at the moment is the foundation of the story, the plot. The plot is not only important to the final outcome of the story, but it's also a very important part of the framework of an RPG game.
How many dungeons and towns do you need to create based on the plot, and what kind of design will they be?
They will be affected by the plot, so I have to think about those factors as well.
Unlike regular scenarios, game scenarios are closely intertwined with the gameplay.
How long does it take for the player to be able to control the game on their own after the game starts? Things like that also affect the feel of the game.
With this in mind, I have to keep in mind the biggest challenge of a story, which is to portray how people thought and acted, and how these characters lived, otherwise it will lose its appeal.
The biggest difficulty is maintaining a balance between the plot as a stage for portraying the characters' lives, and the plot as a framework for playing the game.
Juicy Game Updates
With the administrative details out of the way, it’s time we shifted over to the juicier parts of this month’s update!
Let’s start by revisiting one of the monsters we first showed off during the campaign. As development is a living breathing thing, parts can change and evolve over time, as in the Dead Countess, which will hopefully give you some insight into the ongoing development process.
Monster Profile: Dead Countess
Dead Countess
A Demon that deceives people, turns them to undead, and recruits them to her kin. She has a distinct air of beauty and loves to decorate her surroundings.
Castle of the Dead Countess
Once a castle of man, after this abode was abandoned and fell into ruins, Dead Countess and her kin took up residence.
The interior of the castle is crumbling, but it is said that the top floor where the dead countesses are located is furnished with luxurious items in far better shape than the castle’s furnishings, and that the undead hordes raided the surrounding territory to obtain them.
Word has it that the castle floats due to the power of a rune-lens cast by its previous owner.
A lesser update would probably end there, but this is a monthly Eiyuden Chronicle update, and we’re just getting started. It’s been too long since we introduced a new character, and we felt that it was about time. Let’s check out what fresh new face is joining the crew!
Character Profile: Ivy
Profession: Engineer from an imperial workshop
Gender: Female
Age: 19
Favorite food: Milk
Ivy's two massive "rune arms" are her own invention. They're powered by rune-lenses and pack exactly the juggernaut punch you'd expect. Her diminutive stature is a bit of a sore spot with her, so the arms are her way of compensating.
"Sorry, did you say 'shorty'? Oh, you did NOT! All right... We'll see which of us is puny after I rune-slap your scrawny ass into next week!"
Kawano's Comment : I made sure this character is just bursting with energy. You can see there's a faint glow around her torso. The idea we're going with (at the moment, anyway) is that there's a large, glowing rune-lens fitted to her back. We think you'll like the way she moves, especially once you see the pixel art!
To cap off this month’s reveals, here’s a sneak peek at a brand new spooky creature you might come across during your travels in Allraan.
Monster Sneak Peek: Evil Spirit
A spirit-type monster found in ruins and caves. They are said to be what will become of a living thing that dies with an obsession.
A Word From the Team
While Murayama-san has been handling monthly development updates, we wanted to offer a space in each update for a different key member of the development team to share their thoughts on the progress of the game. For our first Word From the Team, Director Komuta-san!
“We decided to introduce the core members' messages from this update as well, and I have been appointed as the top batter.
Ladies and gentlemen, Komunichiwa, or Komubanwa, this is Komuta, the director of Eiyuden Chronicles.
It's been a couple of months since we finished our Kickstarter campaign. The planning team has been discussing a "war event" for a while now.
"Let's have a bunch of characters active in the war at the same time."
"I want to show a big army advancing on the battlefield."
The members of the planning team and Murayama-san would work together to come up with ideas for the game and establish a direction for it. How are we going to show a lot of characters? What should it look like visually? What kind of game should it be so it's interesting to play? How should a war in Eiyuden Chronicles be fought? Why not create multiple units with a captain and second-in-command, with a platoon leader-like character among them, and have the player dictate the actions and routes of each unit? I don't think it's suitable for Eiyuden users, or users who want to play RPGs, so let's make it a turn-based type of game. But we don't want to make it a visual representation of just advancing pieces on a hex!...
It's exciting to see the "core of the project" of the blurry war event slowly taking shape.
Sometimes, when a planner says dreamy things like, "Personally, I definitely want to make siege warfare with siege weapons and larger weapons a reality!" they get shot down by engineers and designers...... But I love Eiyuden team members for they are very energetic, asking questions like, "how can we make it happen?", "Maybe it's better if we do it like this!", "Let's make it look like this!", "It could be more interesting if we used this technology!" Thanks to everyone's support, the team is in a great spirit as we work on this game.
Right now, the team is in the middle of developing prototypes of battles and towns that have been put into specifications after going through the planning process. We've shown you a little bit of the battle scene footage and the battle system in the Kickstarter campaign, but in order to achieve the goal of Eiyuden's battle with natural formations, using height differences and obstacles, we've also been playing with implementing special "gimmicks" in the prototypes. We're also working on the concept of creating a "living city" through trial and error, including NPC behaviors.
I'll be teasing you all when it's ready for presentation.
Thank you for your continued support.”
That’s it for November’s update, but don’t worry! We’ll have another piping hot update to keep you warm through that cold December as we head into the holidays. Don’t miss it!