Watch the Trailer!

Sunday, July 20, 2014

Enjoy "Nemesis Null"

In recent days, I've decided to share my music! If you'd like to hear full tracks, please visit:

I am currently in the process of putting together a more official website for Nemesis Null. Until then!

Saturday, May 3, 2014

Wednesday, April 30, 2014

Musical Process

If you're interested to know how I come about my music, please have a gander at this!

Saturday, April 12, 2014

Apperception: The Basics

The magic system in "The Rise of Thaddeus," and all subsequent episodes is something of a different world.

Other RPG's use elemental magic, light and dark magic, or some sort of psychic magic. I want to step outside of the box, and bring something completely new to the table.

This magic system is called "Apperception." It is based on EMOTIONS. Each emotion is called an "affinity."

Here are some examples of some of the spell effects when one of these "affinities" is equipped:

JOY: High damage output, increased movement speed. (Good for berserker build)
FEAR: Causes "Electric chills" when enemies are hit. (Good for sniper build)
RAGE: Explosive damage, charged shot. (Good for mid-range, AOE build)
SATISFACTION: Enemies that are hit become "quenched." Quenched enemies explode after death, damaging nearby enemies. (Good for long-range, AOE, infector build)
LOVE: Leaves a long trail, leech effect, costs health to use. (Good for tank build)
INSPIRATION: Lowered gravity, "Something from nothing" summoning. (Good for long-distance, unit commander build)
GRIEF: "Stricken with grief" effect. Causes enemies to slow. (Good for critical hit, assassin build)
DESIRE: "Obsessed" effect: Enemies take poison damage. "Green with envy" effect. Leech health from enemies. (Good for hit-and-run, assassin build)

Monday, September 2, 2013

The Particle Totem

Want to try out the TECH DEMO?
Click the picture above!

I promised the lot of you an update on The Tale of Thaddeus! The feedback from the Alpha 1 release was beautiful! It was helpful, insightful, and (quite frankly) inspirational! One of the testers posted an anonymous review, featuring sincere praise and a number of very valuable insights. I am happy to report that all the feedback I have received has had a tremendous impact on the development of the game. Having said that, here is a list of updates between the Alpha 1 release and the upcoming Alpha 2!

+ The thief class has had some major changes to the controls. In Alpha 1, his movement was somewhat erratic, and sometimes broke the physics engine. (Not good)
+ Tile updates, making the game prettier, and more polished!
+ Yoyo games recently announced that their new version of Game Maker (the current IDE, being used for Tale of Thaddeus), runs games 100 times faster. I tested this. It is true. Let me spell it out: In Alpha 1, I said that most any gaming PC today can sustain up to 100 enemies on screen at any given time. That means all our warfare, complex battles, and ridiculous amounts of carnage! Now: With this available to me, I intend to make certain levels that exhibit the best features from mass combat games like Dynasty Warriors.
+ Particle effects are a GO! Enjoy The Particle Totem (Link Above) to view some of the effects, designed specifically for the Tale of Thaddeus!
+ New levels, new enemies, and NEW NPC'S! Each area now features unique NPC's that contribute to the characters' backstories.

Monday, June 10, 2013

The Thief Character

Ladies and gentlemen!

I have several updates, and I will try my best (and likely fail) not to sound like a lunatic!

The ALPHA RELEASE will feature all the lands East of "Infected Neth," and West of  "The Ocean of Glass." In this bracket, we have "The Swamps of Neth," which features insane swampfolk and dangerous wildlife; "The Great City of Kokoch," which is sort of like a dungeon-esque area; "The Gorflac Den," which introduces new characters; and "The Western Sheer," a sheer-face cliff which overlooks "The Ocean of Glass."

I've just finished adding LOADS of story stuff. As you meet other characters, you are free to befriend them, or destroy them. The quest log system is more polished, and everything is coming together nicely.

I've also added A THIEF character. As I mentioned in a previous post, I've included awareness in this game. The mechanics for the thief are

He sneaks under the enemies' radar, and delivers punishing critical hits when used correctly. His attacks can also be used for evasive purposes. If you get noticed, and have to flee from combat; this guy can help. The more intelligent creatures might take that time to warn their fellow "higher-level communication allies" to be on alert for you.

The thing that makes this "thief class" unique is that it is not dependent on a crouch key. It's actually very different than other sneaky games, because the chance of enemies detecting you is dependent on your timing, rather than your ability to hide behind a box for two seconds. If you hide behind an obstacle after they've seen you, they'll probably just kill you anyway (If they can communicate, you'd better bet that they are capable of object permanence.) Of course, this is not true for the very, VERY dim creatures. For them, it's "Out of sight, out of mind."

Tuesday, May 14, 2013

Creature Spotlight: The Phren

The Phren

Now I know his flight pattern looks off, but when he's in the actual game it looks fantastic! This is because it is a stationary image. In the game he has a flight pattern that, when compounded with the slight movement of the gif, makes it look much more like a creature in flight!