Recent Posts

Pages: [1] 2 3 ... 8
Koe Main Chat / Re: Multiplayer ?
« Last post by Conans on May 24, 2017, 10:26:31 PM »
The story is interesting and can be used
Koe Main Chat / Re: Multiplayer ?
« Last post by Conans on May 24, 2017, 10:26:02 PM »
There is good information that can be obtained 24 hours
Koe Main Chat / Re: First plays :)
« Last post by Jeanwinnie on March 05, 2017, 10:30:23 PM »

What I have to read all this. I feel that it is very useful information for the reader. Were all supposed to read it.
Koe Main Chat / Re: Multiplayer ?
« Last post by Gomed on June 13, 2016, 11:50:03 PM »
No matter where they come to read something good at this
Koe Main Chat / Re: Multiplayer ?
« Last post by Roji on January 24, 2016, 03:20:29 AM »
sorry for the slow reply but what info are you looking for as i cant talk to much at the moment as per request but i would recommend you to read the kickstarter update for the best info if not ask away and i will do my best to answer or find an answer
Koe Main Chat / Re: Multiplayer ?
« Last post by sikoyama on January 14, 2016, 11:09:01 PM »
I want to know more about this section
Koe Main Chat / Re: Multiplayer ?
« Last post by Ginggana on January 06, 2016, 01:39:59 AM »
I want more information on this section.
Koe Main Chat / First plays :)
« Last post by Roji on July 28, 2015, 08:53:09 PM »
YAY got to try out the first and 2nd build camera movements !! vary kool works vary well with 360 controller :) no spoilers yet as per request :P but once i can i will be showing off what i can :)
Koe's Fan Club / KS Update #26
« Last post by Roji on July 18, 2015, 07:19:14 PM »
Let's talk monsters

Hey guys!
I know we've left this a little late considering we're starting to tie things up, but I thought I'd address this before we get closer to final release. A lot of people sent me messages with their concerns about the monsters of Koe only being animals or generic monsters, a design choice we made because we thought it'd be better if we taught animal names in battle as opposed to generic JRPG monsters. However, this does detract from the "RPG" feel of the game, so we're deciding to add some Japanese folklore monsters, most of which are adaptations of Youkai. A few have been mentioned to us on the forums, and our highest tier backers have some amazing ideas that we should start development on this month, but we'd like your input on this too. We'll create some polls on the forums again (there will also be an update) asking you what kind of monsters you'd like to see. The highest tier backer monsters so far, without giving too much away are a wolf samurai, black dragon, and snow king.

Content update

We're happy to say that the fantasy style (chibi) characters are now completed! While we still have a way to go making the animations, we are starting to integrate them into the current battle and world systems.

These are the final fantasy world characters we'll be showing for now, prototyping-tier backers will see some characters from the second batch in one of the sessions, but these will be untextured for now.

We have Jess Hyland to thank for her amazing speed and quality for these characters, also thanks to her modular workflow we've been able to add the wardrobe switches for the female character, you'll see these in customization options in the game.

Secondly, we've improved the quality of the school outer area (again) using more licensed assets. This will be a free-roam and story area despite what I had said before about scenes not being traversable, we're changing a few things in the prototyping build (and obviously final game) to make every scene free-roam so you can easy visit places you've been to again, even if you have no use for them in the story.

You may also notice our animations for these characters don't look so terrible anymore. I decided to create a few crude idle/walk/runs for the sake of testing while I was animating the monsters, though they will get properly polished in the final game. We've also extended the residence area to add a better feel of the ruralness of Japan, and the outer areas have been replaced with fields.

New event system

We've now changed the way events are handled in the game, before the game would load everything and delete what wasn't needed depending on what part you were in the game. We've now created an event based scene system which doesn't have anything in the scene to begin with, then loads everything as it is needed. This makes loading times a lot faster, and a lot easier for us to create and add events without cluttering everything up in the scene at the same time.

Without giving away too many spoilers, this first area loads the pens and boarding cards for when you first enter Japan only.

As I'm still not happy with the current state of the new battle layout because we only just received the new models and are integrating them, I'll leave you with one of the UI changes we've made to the revamp before the big reveal.

Prototyping (£100) tier backers and above

If you are a backer of this tier or above, I have created a hidden subforum where the builds will be distributed. I can only add people manually to the subforum, so please contact me through Kickstarter with your e-mail address and username you used to sign up to the official strawberry games forum Here and I'll unhide the subforum for you.

We are adding the finishing touches to the first prototyping build (movement and camera) which should be available sometime in the next few days. We were planning on releasing this yesterday (17th) but had a few animation and tracking issues once we had swapped to the new set of models. Feel free to send me your requests to prototyping subforum now regardless.

Finally, we'd also like to draw your attention to which may very well be Koe's first fan site created by our very own Roji Kage.

That's all for now! Let's hope we have some awesome new designs for monsters to show you in the next update.

The Strawberry Games Team.
Koe's Fan Club / KS Update #25
« Last post by Roji on July 18, 2015, 07:07:53 PM »
Hey guys!

We mentioned last month that we ran in to a few issues with contractors and have been doing our best to rectify them. I'm going to give the run down of how we're approaching these issues, the current state of progress and where we're going to go from here.


Let's start with the current state of progress with what I believe is most relevant- the characters! Koe's characters are split in to 2 different styles- the original battle and fantasy chibi style (which now has a bit more polish) and the "real world" style. We have different people working on each set of characters. The rigs and meshes for the real world are being made by Deco Digital's Kieron White and being textured by our very own Dan Tsukasa for the sake of speed. The chibi-style battle and fantasy world characters are being designed, modelled, rigged and textured by Jess Hyland.

We'll start off with the progress for the real world characters which are currently in their animation and texture stages, though some of them still have undeveloped proportions. We've decided to stick with the "alternative" (jeans and t-shirt) for the female main character as this was what the community said they wanted on the forum. The red dress will be available as either free DLC or as a wardrobe switch available in the final game.

While the fantasy and battle "chibi" characters are currently being modelled and textured, with rigging and animation following shortly after. Here is the non-spoiler progress of these characters.

Progress is coming along pretty quickly with these characters and we hope to be finished with them by the end of July. I'll discuss the timeline of progress after giving the rest of this content update.

Rural world

The highest priority for this month was the residential area for the main player. It's a rural Japanese location next to a few fields and a farm. We're only setting up a few scenes here because the larger chunk of traversal will be around the school and shrine areas. In any case, here is the progress for the residential area.

The second part we've been working on is the school area, where we decided to license assets instead of making everything from scratch.

Note that we have removed the story elements and characters from the above screenshots to show the environments themselves. The game will not be this bare.

Monsters and battle system

I mentioned previously that the battle system had been revamped with a new UI and word selection, along with hiragana/katakana lookup directly within battle. However, I don't believe this is in a polished enough state to show. Instead, I will leave the mechanics and story progress for next time.

We also have a few new monsters to show you.

 And it wouldn't be an RPG without these little guys showing up in every cave you visit.

Japanese folklore style monsters will be part of the next batch as per the requests. You may post in this thread with your questions and suggestions for the next batch of monsters.

Re-re-revamp Timeline

Yes, this is the 3rd time we're changing the "release" timeline. Though still provisional, this is the one we hope to stick with. I know a lot of these should have been available much too long ago and we can only apologize for the delay. We're working as fast as we can to make playable content available as soon as possible.

    17th July - Prototyping deadline 1st batch. (camera, movement, style)
    22nd August - Prototyping deadline 2nd batch, closed non-story Alpha.
    5th September - Story Alpha deadline.
    10th September - Tokyo Game Show asset deadline.
    1st October - Beta deadline.
    1st December - Official release.

That's it for this time! It might be a bit to take in and not the progress we wish we had at this point (we should have released by now!). We welcome your comments and suggestions.

Until next month,

The Strawberry Games team.
Pages: [1] 2 3 ... 8