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Everything posted by Zumi
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V13 will contain all of the main story content for this version, along with a pair of sidequests. V13.5 is a separate patch that will get released later down the line that will contain a bunch of additional sidequests that have been pushed back due to the workload for the main release simply becoming too much otherwise.
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V13 has been in development since shortly after V12's release, so that's uh... well over 1 1/2 year by now, creeping closer to the 2 year mark even. Granted the scope for V13 ended up being way bigger than expected (what with it turning out to be the biggest update to the game since V6) and there's been a ton of various outside influences causing delays (Gen 8 project, Covid, Jan falling sick for a while etc.), which is why the decision was made to split all the side content from the main update as a separate patch to lessen the workload for main release, and even with THAT put to the side for now everything turned out to be a lot more work than expected, so yyyyyyyyyyyeah uh. Even with all the delays, this version had so much work invovled that it would never end up being a short dev cycle in the first place. This update's amount of content is basically multiple versions in one, there was and STILL is a lot left to be done, but the project never was truly at a standstill and just went incredibly slow for a long time due to stuff outside of our control. We're finally getting close to the end of the dev cycle though if the status bars don't already suggest as much, so hopefully it's not going to be a very long wait anymore!!
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Answered this question a couple of times before -- How terrain abilities and moves work will be changed in V13. Grassy, Psychic, Misty and Electric terrain/surge will no longer replace the field entirely and will work similarly to a trick room/magic room/weather overlay instead. The only times it will generate a complete field is if there's no other field effect active at the time.
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[Art: Showcase] Zumi's obnoxiously large art trashpile
Zumi replied to Zumi's topic in Creative Works
i actually never got to play SS because i couldn't afford the game at the time! but i have seen playthroughs and i can still confidently say i want ghirahim obliterated (hes a good villain character tho) -
[Art: Showcase] Zumi's obnoxiously large art trashpile
Zumi replied to Zumi's topic in Creative Works
*GURGLES LOUDLY* been pretty busy so there's not a whole lot a lot more than i thought because i always underestimate myself and the amount of work i do, yknow, like a fucking clown! but here we go. self indulgence once again separated from the rest LOL FFXIV self indulgence -
The designs for the deathwings will likely also get a slight overhaul, but likely will be a simple color scheme adjustment + a few other small changes as their designs are already relatively unique as is. It's likely being kept for V13.5 though, due to that they don't really appear as often in the story in comparison to the grunts and admins, plus the workload is high enough as is.
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All official art for Rejuvenation [V13.5 ARTWORK UPDATE 2]
Zumi replied to Zumi's topic in Official Rejuvenation Club's Hub
Icons & character art for the new Xen designs have been added! -
Whoa! Wasn't expecting one of these until after V13, were you? Well, Boy Do I Have A Surprise For You(TM) For context -- not too long ago I mentioned to Jan that if I had free time I'd like to try and redesign some of the outfits for the Team Xen members, for the heck of it! The designs were thought up on the fly and the generic grunt uniforms were a bit too similar to the original sprites they were edited from, so I wanted to see if I could redo the designs to be more thematically cohesive, while remaining recognizable compared to their old outfits. A few days ago I decided to finally start on them... ...Only for me to get the urge to actually go through with them and add them in the game. Sooooooooooooo here's the conversation that followed. Now, as you probably know from Rejuv at this point, is that some of the characters have special animation sheets for the overworld, making it harder to get everything done in one go due to having to edit both the default overworld sprites *and* the animation sprites, as well as having to take care of some of the new overworld sprite sheets that are necessary for V13 content. So long story short, OW sprites were the biggest concern -- and therefore the Xen redux would probably have to be added in V13.5. HOWEVER, since there's a lot of people who will likely start a new file for V13 and would want to play the side stuff in V13.5, I wanted to push for a V13 insert so people would get to see the designs on their fresh playthrough and get the biggest brunt of the work out of the way ASAP, which is the VS/Battle sprites + the official art. And I'm more than happy to tell you that I got the go ahead to show them off + managed to finish them today -- So here are your redone team Xen members, all neatly tucked into a spoiler so the page isn't long as hell by default! (By the way, as a disclaimer: Please note that the sprites might not be the final product that will end up in the game and are subject to changes/improvements!! The official art is final tho :]) To wrap everything up into a neat little bow, here's the sketches I made of the grunt designs + a bonus height chart for the admins I made while drawing! Hope y'all are excited to see the designs in the game when V13 comes out! As per usual with these character art posts, the art has been added to the Official Art Thread, as well as icons. No wallpaper updates yet -- that's something that'll have to wait until after V13 is out. Anyways, that's it for me for real this time -- You probably won't see me post stuff on the blog until after V13 at this point. Just a little while longer y'all, we're getting there! Until then! o7
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Yes, there's updates to older areas both graphically and storywise to improve overall story flow and tying up loose ends that were previously unaddressed. 1) Because... we want to? Gen 8 adds a lot of new mons that ppl from the dev team like a lot, so it's not like we're doing it because we have to. We want Gen 8 to be in, so we're adding in Gen 8. There doesn't need a better reason than that. 2) Older content gets reworked and other QoL updates to keep the quality of the game consistent across the board, and not just have the quality get better further into the game. We still get a lot of new players even now, meaning that these players also have to go through the older content, and since we want the game to be as enjoyable as possible for any and all players, we want to make sure that new players don't have to worry about early game being a slog. This really kind of sounds like you're being impatient in regards to the new version, but we're really just trying to make the game as enjoyable of an experience as possible. If we know something could use some work and there's time to fix it, then there's really no reason not to. We have no set deadlines for ourselves and we're not going to rush things in order to get the version pushed out sooner.
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There are quite a good couple of changes throughout the whole game in terms of encounters and event pokemon, though it's mostly additions of Gen 8 in various places. However, as far as I'm aware, Lapras/Aggron/Gardevoir have not changed obtaining methods, and will remain in the same place as they've been obtainable before. The only pokemon that currently are publicly known to be moved are Rockruff, A-Grimer and Eevee, which will no longer be the reward for the Sheridan help center quest. I don't think I can disclose any further information though, but I wouldn't worry *too* much about drastic changes to encounters!
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Rejuvenation music
Zumi replied to Superteletubbies64's topic in Official Rejuvenation Club's Discussions
The music for Goldenleaf was composed by me specifically for Rejuvenation, and the nighttime music was composed by a mutual friend of Jan and mine's (though not specifically for rejuv, just used with permission). -
We do recommend starting a new file, but when V13 is out we plan to host a public project to get the Rejuv wiki fully up to date, including adding a story summary. The reason we are waiting for this is due to a lot of QoL changes in older content, which makes it so that writing a summary now would be wasted effort.
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You do actually have to do both!
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Using assets from Rejuvenation to make a own game?
Zumi replied to Ace321's topic in Official Rejuvenation Club's Discussions
You're allowed to use Rejuvenation's graphical assets as long as proper credit is provided and aren't used with malicious intent! For character sprites it's still more recommended to edit your own for originality's sake though -
[Art: Showcase] Zumi's obnoxiously large art trashpile
Zumi replied to Zumi's topic in Creative Works
its been uh a While(TM) so time for a very big update yall, strap in bc it's gonna be a ride!! separating some things bc it's a bit more self indulgent ffxiv stuff that not everyone cares about probably HAHA first off, here's my art summary for the year!! all of the other art i've done can be found in the spoilers. Main FFXIV self indulgence (so....... many......... sketches) -
still happy ppl enjoy the music i made for v13 so far, even though they're mostly previews (with the exception of one of the songs posted in the latest showcase)!! hope you'll enjoy the full versions when you hear them in-game when the update is out
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for any future commenters; please respect the decision to remove the progress bars and take the devs' feelings in consideration before you start moaning about how it's not the way you like it just because reborn is back in development does not mean it's time to start making demands of people again!!!!! don't be entitled i will personally clown on each and every single one of you who decides doing any of these two is haha funny or a smart idea anyways thank u have a nice day, good luck ame and the devs with the final stretch of work
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So, unsurprisingly, last time I posted an audio preview people were trying really hard to guess where the song would play -- And a lot of people guessed for older, already existing areas. While I won't spoil which location specifically, I can at least tell you guys that these audio previews are NOT for old areas, but for new content in V13! So yeah, these are all songs that will play in areas you haven't seen before. Maybe it'll be fun to try thinking of what locations you'll be visiting that could have these songs playing in the background, hm? I won't be giving away any hints though, so have fun speculating on your own or in the comments!! For now, I dip. Until the next preview! o7
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Hey all! Who's ready for the Winter revel?! If you do not know what the heckle deckle frick frack a Winter revel is, go check out the post here first! As a lot of the people who have been at a previous party know, the Hunger Games simulator sessions have become a party staple over the years, and are always exciting to watch unfold. yknow. because you get stuff like this. I've had the pleasure of hosting it almost every time, and during the previous party we made use of the site's feature that allows for custom events to be added to the simulator--to give it that extra Reborn Flavor(TM)--but we only added stuff that we thought of with the staff team. This winter party however, we want YOUR suggestions for custom events to be added to the simulator, so we can make an almost entirely custom experience! So... how can I help? First off, you'll need to know about how the event formatting works. Here's a basic breakdown of what you need to know: Events that happen during the Bloodbath (start of the game), Day, Night, Feast (usually only once, randomly in the middle of a simulation), or an Arena event (can happen multiple times during a simulation). Events that happen during these can be both fatal and non-fatal. A singular event can involve a maximum of 6 people. When making an event, make sure to add (Player#) where a playerโs name goes. Also add (he/she#), (him/her#), (his/her#), (himself/herself#) where each number indicates the player number's gender. Unfortunately, there's no they/them support. Sorry NB folks, I wish it was different too :( Make sure to make clear whether an event is fatal or not! When making a fatal event, make sure to specify who is the killer and who gets killed. Sometimes you don't even need to specify a killer if the person dies through other means. Now this sounds relatively complicated, so it's probably easier to just show some examples on as of how you should format your submissions. A couple of examples that are acceptable (and also just plucked directly from the site lmao): Bloodbath This takes place at the START of each game. Only happens once, the gist is that people usually gather supplies or run away during this moment in the game. Day: Generic events that can happen during the daytime in the simulation. Night: Same thing as Day; generic events that can happen during nighttime in the simulation. Feast: This can happen randomly during the simulation. The center of the arena gets restocked with supplies, and allows for more interactions between the players. Arena events: Events that can suddenly turn the tides on a lot of games! Usually brings a lot of carnage. The difference between Arena events and the other types is that you will have to spell out a whole list of events to happen during said event. An arena event has a premise, 1 non-fatal event (the default is (Player1) survives.), and 5 different fatal events. Make sure your event is complete! And if you're still unsure on how to format your stuff, you can find the list of default events on the site here. It'd be awesome if we could get a ton of different events to replace the default events with! But, as you should expect... There are some rules. If you do not adhere to said rules, your submissions will not be considered for being added to the simulator, so make sure to read them, keep them in mind or we'll just skip right over them! Reborn's rules apply by default. This is not a chance to bypass them, even if it's an opportunity to go a bit more wild with shenanigans. Keep it funny, keep it respectful. If you're guilty of breaking a rule in your submissions (i.e. usage of derogatory language), you will still get a warning and your submission will promptly be removed. If you have more than 5 submissions or have an arena event to submit, please put everything in a spoiler. This'll prevent the thread from becoming impossibly long to scroll through! Don't be too obscure with your references in your submissions. Please submit things that people can easily recognize! We don't want people to feel left out on inside jokes, so make sure that if you make a reference to something, it's a well known joke within the community. Think of stuff like Ame's Great Dislike of Budew, people falling out of trees in the hg sim, honey, staff shenanigans... etc. etc. PLEASE MAKE SURE TO SPECIFY IF IT'S A BLOODBATH/FEAST/DAY/NIGHT/ARENA EVENT. It makes things a lot easier to sort through and add! Also, not necessarily a rule, but please balance out non-fatal events as much as possible with fatal events so we have a greater variety of custom things we can add! The more default things we can replace, the better, really -- get creative! There's a surprising amount of things you can die from (as morbid as it sounds), so let's make it a real, uh.... reborn community inspired experience!! yeah!!!!!! Looking forward to all of your suggestions, and hopefully see you all at the Winter Revel to watch the chaos unfold during the Reborn edition Hunger games sim sessions!
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A good amount of routes and locations have received overhauls either graphically, storywise or both -- particularly the ones earlier on in the game (but there's some newer content that got revisions as well). With the addition of Gen 8 mons becoming obtainable (through encounters or sidequests), the map updates and some ~*~*Other Neat Stuff That Is Still A Surprise(TM)*~*~ I would personally suggest starting a new file once V13 is out so you get the full experience!
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A little bit of news coming in fresh from the music department of things! So while V13 obviously got a lot of graphical and gameplay improvements and new stuff added, both in terms of sprites, maps and game performance, there's also some stuff that'll be fresh off the grill in the music department! In fact, V13 will bring quite a number of new songs to the table that were custom made for the game. I myself am also once again providing a good number! ...Though, I can't go and let people listen to all of the tracks that have been made so far right away, now can I? Nonono, that won't do. I'll let you listen to this snippet instead. One small bit at a time! Any guesses as of what this'll be used for? You will receive a proper answer in due time... Once V13 is out. Until then you will just have to wait. And maybe you'll get a couple more previews in the future, who knows! For now, though.... :^) .
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