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Pubblicità
Versione estesa di Covenant?Il prologo con i "cattivi" di Penny me lo immagino come il dungeon "extra" nella versione estesa di Covenant con Lanny e compagnia
Also, notavo(sempre su Penny)...
abbiamo tutti i "tropes" classici del horror rimaneggiati.
Vampiro, Creatura di Frankenstein, Lupo...il più normale sembra Vito.
Che nasconda un segreto?
Mentre per Armed...
Ragu o Ragula nel Dungeon Extra.
è una NECESSITà
Versione estesa di Covenant?![]()
De che stai a parla' ?
Ma soprattutto... com'è possibile che io non ne sappia nulla?!!
PS: è una roba uscita solo in Giappone ?![]()
Quella la conoscevo però e l'avevo addirittura comprata per collezionismo.Sarà una di quelle versioni international che non sono mai uscite fuori dal Giappone…quella di ffX-2 l’abbiamo solo vista recentemente con la remastered e modificava pesantemente il gioco
Inviato dal mio iPhone utilizzando Tapatalk
Quella la conoscevo però e l'avevo addirittura comprata per collezionismo.
Comunque ho guardato su internet…si chiama shadow hearts 2 directors cut e ha scene aggiuntive, due nuovi dungeon e altre cose in più
Inviato dal mio iPhone utilizzando Tapatalk
Esattamente quella.
Strano che un super appassionato come te non la conoscesse^^
Roger![]()
AGGIORNAMENTO #37
November/December 2023 Special Announcement!
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Double KickstarterCreatore
1 dicembre 2023
Welcome to the November 2023 Update (Well, actually it's December now isn't it!). We have a VERY SPECIAL announcement that may come as a surprise so pull up a chair, sit down, and read-on!
Yukikaze/STUDIO WILDROSE x Natsume Atari proudly announce Penny Blood: Hellbound
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RIPRODUCI
Penny Blood Hellbound is a roguelite companion title based in the Penny Blood world. It has been developed in the indie-spirit with Natsume Atari providing the core development and STUDIO WILDROSE creating the concept and leading the overall creative direction. It features:
・Play as the Hellhounders - the rival group of baddies that try to thwart Matthew and friends at their every turn in Penny Blood.
・Roguelike gameplay where each run provides a plethora of unlocks, power-ups, and new skills as you march forward towards the final confrontation.
・The Malice System where the more blood you spill, the more currency you earn for unlocks
・Blood spilt also allows for better mobility via "bloodsurfing" where you can unleash stronger momentum-based attacks and skill-based upgrades
・Strategize your run well by choosing the best pair of Hellhounders out of a total 6 selectable characters that you can swap between in real-time
・Music by Yoshitaka Hirota with guest composer Noriyuki Iwadare of Lunar and Grandia fame
・Reserve your copy now at the Double Kickstarter Backerkit store here
https://penny-blood-hellbound-store.backerkit.com/hosted_preorders
・Closed Beta for backers launches December 14th on Steam and features around 10 hours of gameplay as well as an exclusive Closed Beta Backer Emblem only available for those who back during the Beta phase.
◆Words from Matsuzo Machida
I’m sure many of you are surprised by the sudden announcement. Personally, I’m very excited now that we’ve finally reached this moment.
The truth is, we’ve had the idea for a companion game from the time when we first ran the Double Kickstarter campaign. As the producer of the campaign team explained, companion games are very meaningful products that allow us to answer the passion of all the backers and fans waiting for the main game while also preventing the excitement surrounding the IP from dwindling.
However, since making a companion game requires a separate cost and would cause people to worry that we creators would become too busy with multiple projects and not be able to give them all enough attention, we didn’t include it as a stretch goal in the campaign.
Looking back, I remember exactly how things were at the end of 2022. Just when we were about to give up on the idea, Natsume Atari contacted us and asked us if we’d be interested in making the roguelike game they were currently developing set within the Penny Blood IP.
The roguelike genre is one where the player goes through multiple runs in order to fully “clear” the game. While they’re different from JRPGs, they’re also popular around the world as well. It was possible for me to create a world and main characters that would fit that concept, so I gratefully accepted their offer.
Once actual production began on Penny Blood: Hellbound, the director Furukawa-san as well as the rest of the development staff began working on the game with a stunning amount of passion. And now, the fact that we’re able to reveal the fruits of their labor today is a very big step for both us as well as Penny Blood.
I hope you’re all excited to experience Penny Blood: Hellbound, a roguelike game where we unleash the Hellhounders, the villains of Penny Blood.
◆Words from Takanori Furukawa (Game Director at Natsume Atari)
I’m so happy to be able to announce PENNY BLOOD: HELLBOUND to you all today.
This game is a companion game to PENNY BLOOD, and the entire team has worked very hard to make it a way for every player to enjoy the amazing world and charming characters of the PENNY BLOOD universe.
With Eiyuden Rising, we aimed to create a game that people who aren’t great at action games could still enjoy. Working on the development was a great learning experience for me, and I was also happy to see the finished product receive some praise. We also heavily focused on creating gameplay and action that feels good. I hope to use that experience to make this game embody the true fun of a roguelike action game as much as possible.
Natsume Atari has mainly focused on developing action games for some time, so we’ve always wanted to create a roguelike - a genre that’s popular all around the world. We’ve also been big fans of Machida-san for quite some time, so once the desire to create an exciting game with him grabbed our hearts, we took the liberty of contacting him.
Machida-san’s clear vision and burning passion serves as great stimulation for us, and the chemical reactions based on those things have caused lots of interesting ideas to pop into our heads. One of the most representative ideas would definitely be the “blood” motif which includes the bloodsurfing mechanic among several others.
As of now, we’re convinced that we’ll be able to deliver new excitement, revolutionary elements, and a whole chain reaction of surprises to you in a “roguelike action” form.
The entire team has poured our blood and hearts into this game, so we hope you’re excited for it, and we hope it moves you just as much as it’s moved us!
Penny Blood Hellbound Roadmap
The main goal of releasing the game into Closed Beta now that we have enough content is to get as much feedback as possible from our most supportive fans--backers like you! There are two ways you can provide feedback. In the main menu you'll find a link to a Google Form that asks some basic questions. We'll also have a Closed Beta channel in Discord as a secondary feedback option. We'll use your feedback to tweak the experience before we enter into Early Access some time in February 2024. Here's a quick look at the current roadmap:
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Campaign Updates
Backerkit Store - Paypal
Since we have entered the holiday season we want to allow more people the chance to pre-order Penny Blood or Armed Fantasia so we are planning to enable the PayPal purchasing option in BackerKit. However, there are important steps to follow due to the intricacies of integrating PayPal, especially since Kickstarter does not support it directly.
Please note, if you're using PayPal to purchase something via the Double Kickstarter pre-order store, fill out your survey until the payment step and do not finalize it. You'll be charged once the shipping costs are confirmed. This process ensures your order is correctly processed. For Penny Blood Hellbound's store since everything is digital you can disregard this step.
Survey Update
This is also the time where we are going to fix the ongoing survey bugs that have plagued us since we first launched the survey. These are the fixes:
・We have adjusted the [Both Games - Combo Physical and Digital] survey questions to accurately reflect the correct choices now. If you have chosen that reward please help us by adjusting your survey via the link below.
・Please adjust your survey to change your Discord ID from the old format to the new format if you use a new unique discord name now instead of the old format with the four numbers at the end.
・We have altered one question to ask backers if we could send them information about other Japanese campaigns in the future (probably once every two years or so). This is only to help other Japanese creators since it's a small industry and we are all trying to learn from and help each other. If you are OK with this, please adjust your survey to answer yes to that survey question.
Please help us adjust your survey by going here and re-completing it:
https://double-kickstarter.backerkit.com/
The security for the role dispersal bot has created some headaches so the fastest way for us to supply your role is to have you go in and re-complete your survey. We apologize for this extra step but it will be the last time we need to make this request.
Discord Renewal For Penny Blood
In order to incorporate new backers into the community, we are taking a page out of other major Japanese Kickstarters to implement new content for the discord:
・New Penny Blood Hellbound Channels:
・Penny-blood-hellbound-chat
・Penny-blood-hellbound-fanart
・Penny-blood-hellbound-beta-feedback
・New emojis based on the main characters in Penny Blood Hellbound (coming next Friday)
・A fan-vote channel to replace the old character-vote channel
・Achievements
・Leveling-up
・Giveaways
・Contests
Penny Blood Hellbound FAQ
Q1) Why create a companion game?
A1) We talked with Natsume Atari who were fans of the IP. Other Kickstarters have released companion games so that backers have a title to play while they are waiting for the main game, and we thought it was a great idea.
Q2) Why did you wait until now to announce this title?
A2) We wanted to give Natsume Atari the chance to develop the core of the game and allow backers the chance to play the game sooner rather than waiting an extended period of time after announcing it.
Q3) Why isn’t this a JRPG?
A3) RPGs are asset heavy and quite expensive to produce. Besides, the main game is a JRPG, so why do the same thing twice? Natsume Atari excels at action games, so being able to present a different gameplay experience with the same IP of Penny Blood made more sense. Hopefully it will bring in new fans into the series too!
Q4) Are funds from the Kickstarter being used to develop this title?
A4) No. All funds from the original Kickstarter are being used on the main game: Penny Blood. This game, Penny Blood: Hellbound, is largely being developed through the sweat equity of Natsume Atari with directorial oversight by Yukikaze/Studio Wild Rose. This is only possible through indies helping indies.
Q5) Who is the publisher on this?
A5) It will be Natsume Atari. It’s great to work with another developer because the terms are fair. As we continue to talk with other publishers about Penny Blood, we have been told this game and hopefully its success will be seen as another reason why Penny Blood is a viable title.
Q6) Do I get any benefit for being a backer?
A6) Penny Blood Hellbound is its own game. Since it still costs money to develop we need to ask backers to purchase it via the backer store for a discounted price. Any backer who purchases this via Backerkit will get a code to participate in the closed Backer Beta starting from December 14th.
Q7) When do non backers get a chance to play the game?
A7) Upon receiving feedback from backers playing the closed Backer Beta, we will adjust the game and plan to release it into Early Access. Many roguelikes have highly benefited from this kind of a release structure since it allows the developers to get initial feedback from the core fans and then get more feedback from non-fans as well to improve the game where possible. As we want to give all backers a value-add, the Early Access price will be slightly higher.
Backerkit Questions:
Q8) I purchased a premium reward but didn’t get asked for my name/pet/parting line/etc. When will that happen?
A8) We’ll reaching out to each E-mail individually some time in Feb-Mar 2024 to work with you on the contents of the premium reward.
Q9) When the title switches over to Early Access or PC Full Release will I have to buy it again?
A9) No, you will continue to be able to play the game as it continues through its development phases.
Q10) Will this be on consoles?
A10) We currently have no announcement about a console version.
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Development Updates
ARMED FANTASIA
All of a sudden, the days have gotten shorter, and we can feel the temperature difference with our bodies more and more as time goes on. We hope you’re all in good health.
A main staff member will be bringing you this month’s report instead of Kaneko.
ARMED FANTASIA November 2023 Project Diary
Hello, everyone. I’m Ishii, the chief director of Armed Fantasia. We’re working hard to reach our monthly development goes, but since the people sitting diagonally to the right of me and directly in front of me are very busy working to complete the goals that are due by the end of this year, and I “look less busy by comparison,” I’m going to write this month’s report.
Field-related
-Towns and dungeons
We’re working on brushing up Lostave, the town where Ingram’s childhood home is, while aiming to complete our end-of-the-year goals. More and more work is being done on the landscapes, so the resolution of the world is increasing with every new day.
Regarding Lostave… It’s a place where people who excavate massive ruins ended up gathering and turned into a sort of settlement at some point, making it a town that embodies the westernpunk characteristics of Armed Fantasia. The combination of the Western-style buildings and giant mining machines make it unique.
It’s sad that we can only show it to you through text rather than images at this moment, but I think the visuals we’re working on are going to be pretty exciting, so I hope you’re all looking forward to it.
Battle-related
-Battle screen UI
Battles in Armed Fantasia have a ton of elements to them, so we’ve been doing a lot of trial and error regarding the UI and what to keep vs. what to exclude. Thanks to all our hard work, we’re finally seeing the light in the tunnel.
In addition to that, Kaneko’s sense of aesthetics says that the text info should be as large as possible, which has caused our UI people to work very hard.
Scenario-related
-Main Scenario
As I mentioned earlier, the two people in charge of this are very busy. Sometimes I hear them saying inappropriate things, such as “it’s a battle so big it’ll change the entire landscape,” which makes me fear for what’s yet to come. They aren’t thinking about the future at all.
As far as work status goes, things are still being written. But the progress is going well, and Kaneko has started working on scenes for the last dungeon.
-Storyboards
That isn’t enough text to make for a proper update, however, so this time I’d like to try and explain how I go about creating storyboards.
First I thoroughly read the scenario, then pick up several points based on the images that surfaced in my head. Then, based on that, I stare intently at the background documents, thinking of cuts that will tie everything together and create the scenes.
As for the actual work, the length can be adjusted, but no detailed editing work needs to be done, so the composition mostly gets decided based on the storyboard alone.
If you want information on various direction techniques, it might be better to read technical books on the subject, but I think that as long as I prioritize my focus on what the scene is supposed to convey to the player, everything more or less comes to me.
Game event storyboards are more lenient when it comes to length compared to anime or movie storyboards, but there are a lot of things that can’t be created easily due to asset problems, so having a bit of knowledge regarding game production can help there.
The real difficulty regarding transforming Kaneko’s scenarios into storyboards is that every scene has a lot of content to them. All of the elements are interesting of course…they’re just very dense, I suppose would be the right word. Whenever I try to put everything together, I get lots of images in my head, but they sometimes end up being too costly, and so on and so forth. I spend a lot of time racking my brains trying to figure out what to cut and what to keep in order to turn it into an amount of work that the designers can actually handle.
When things get to be too much, I go to Kaneko and ask him something like “What do you think about…(cutting a specific piece of content)?”
In most cases, he either says “Hmm… But it’s entertaining, isn’t it?” or “It’s good, though,” and I end up having to go back to my seat and stare up at the ceiling.
Just the other day, we had a conversation like that regarding a certain scene in the prologue. If you try to think about what it was like before the scene was finally created or how it was originally written as you play the game, my hard work may yet be rewarded.
Incidentally, whenever Kaneko’s name is credited for scenario writing, he properly checks every element of the art related to the scenario outside of the storyboards as well.
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Design-related
-ARMs
We’ve finished all the designs for the weapons used by both enemies and allies.
In this game, excluding the incredible energy source known as the Lacrima Drive, the weapons all have rather secure constructions to them, which makes us want exact scale props.
-Kaiju (Anomalies)
This month, we’re revealing the elephant to you. Its name is Grootslang.
Cute, isn’t it? Children love it.
Honestly, it actually took us quite a bit of effort to hone in on the right image for Grootslang. With elephants, the form alone makes it look like an elephant, so I remember only ending up with nothing but an elephant and cradling my head in my hands in front of the order for a while. I’m looking forward to hearing your thoughts when you actually run into this kaiju in-game.
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↑Grootslang from the front
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↑Grootslang from the back
That concludes this month’s report.
There’s only one month left of this year, but we thank you from the bottom of our hearts for continuing to cheer Armed Fantasia on for the rest of 2023.
PENNY BLOOD
◆2023.12.01
Penny Blood Project Diary
Good evening, everyone. Machida here, who just spilled cola on his keyboard. Despite quickly wiping it away, the liquid used its dark power to invade the insides of the mechanism, so now my keystrokes all feel really sticky. At this point, it’s a battle of whether or not I can finish writing this comment before the stickiness prevents them from moving at all.
Now then, time to get back on topic and report on this month’s Penny Blood project news. We’re still negotiating things with publishers. We made a very big announcement tonight, and several publishers have told us that they’re “interested in seeing how the Penny Blood IP (Hellbound) is received,” so we believe that the quality of the companion game will greatly influence how easy it is for us to move on to the next step.
Still, we’ve reached the limit of the budget that would allow us to maintain our current production cycle, so in order to keep from giving up on Penny Blood, Studio Wild Rose is thinking about trying some other things. Some of you may be thinking “What, you’re still hiding some aces up your sleeve?!” But I intend to use the time at the end of this year to carefully plot some strategies.
Now, I’d like to get into the meat of this month’s update and talk about the new art. First, we have a new monster drawn by Hanya-san: Ainsel. A cute little girl and her monstrous mother who hides behind her in the shadows. This monster appears in multiple folktales around Europe, so I had him arrange a Penny Blood version of it. Also, while he was in the middle of drawing this, he also posted art of Gepetto & Cornelia from Shadow Hearts II, which confirms that Hanya-san’s either a full-fledged lolicon or moncon. (What the heck is a moncon?)
Next, you may help yourself to a new image board drawn by Watanabe-san: The castle of Schwarzes Rosen. It’s a castle somewhere in Germany that’s partly gone to ruin. Creepy yet beautiful, Matthew and his companions visit this castle after receiving intel that an equally beautiful songstress vampire has recently begun to inhabit it.
That concludes the art that we have for the main game. Lastly, we’ll be doing a special reveal of a hidden character that Kato-san drew.
Her name is Clara. She is the main character of Penny Blood: Hellbound, and a member of the Hellhounders. She’s a braver and more chivalrous warrior than any man, and she’s also got a wild, flashy sense of style. She uses the magic power she was born with to manipulate malice and crush all the monsters who dare to stand in her way. According to Kato-san, she designed Clara as a character too crazy to include in the main game.
While the production of Penny Blood will be slowed for a bit, we intend to keep moving forward with unwavering hope and love, so I hope you’ll all watch over us with the same amount of warmth as always. Once there’s a new development in the production of the main game, we’ll be sure to inform you all. Until then, we intend to provide you with more news on Penny Blood: Hellbound from the next update onwards.
See you all next month!
Matsuzo Machida
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Message from Hirota-san
Good evening, everyone.
All of a sudden, winter’s here! It felt like summer was a lot longer this year, so I’d been wearing light clothes the whole time…but I’m definitely cold now! Until yesterday, I had to keep the AC on to cut down on the machine heat in my studio, but now I can finally feel comfortable with it turned off. Please be careful that you don’t catch a cold.
This month’s update contains a very important announcement.
After developing the Walkthrough version, and struggling with the difficulties that come with having to make ends meet despite the game not immediately finding a publisher, we were approached with the idea to create a game featuring the villains of Penny Blood.
The story of this game exists in the same timeline as Penny Blood. So in terms of matching up the music to the gameplay, since it possesses a similar atmosphere, it can serve as a place to test out the type of sound I’m aiming to achieve in Penny Blood.
I’m trying a lot of new things with the sound mechanics for Penny Blood, so I knew it would involve a lot of trial and error either way. This may sound strange, but honestly when I first heard about this game, I was just happy that I might be able to use it as a way to experiment.
Penny Blood: Hellbound focuses on what the villains were up to before Penny Blood, and composing songs for it actually greatly changed my image for the main game.
After thoroughly reading through the design documents, I thought of someone who would be perfect as a guest composer for Penny Blood: Hellbound - Noriyuki Iwadare, and reached out to him.
When you think of the games he’s worked on thus far, you may think of adventure-centric games with more “juvenile” atmospheres aimed at young people, but I felt that the speedy nature of his music as well as his own desire to try something new really stand out among the crowd.
Looking back, I’ve actually known Noriyuki Iwadare since the time when I was working on Shadow Hearts. It all started when he introduced my soundtrack in a column in a game magazine that he was in charge of, despite never having met me. At the time, Shadow Hearts had just come out and wasn’t very well-known, so I remember being really happy since it was the first title I was able to work on as a main composer.
After that, we worked together on an album for an artist named Haruka Shimotsuki, and were even able to go on stage together during a concert at the historic Nippon Seinenkan, before it was moved. He’s been a very good friend to me both in business and private areas in many other ways as well. Recently, we haven’t been in touch that often, but thankfully he agreed to participate in this project, so I’m very happy to be working with him again.
All of a sudden, I’m nearing the culmination of my work on the soundtrack for Penny Blood: Hellbound. I’ve been learning a lot of different sound techniques at a far faster speed than when I was only working on Penny Blood, and I think I’ll be able to make use of it all in the main game as well.
I am prepared to continue working on Penny Blood with the exact same amount of passion, so I hope you’ll all continue to cheer us on.