The 2nd Version of Katu Concept

The revamped (but not current) concept of Katu
The revamped (but not current) concept of Katu

The cosmic laws and entities of the ST’RCK-5 multi-macroverse are both similar and alien to our own.  There are planets and suns, with various types of life on some of them, but the ways these bodies work is not always exactly the same as ours.

I never got around to digitally creating Katu originally (or creating Katu in any visually sense), but there was a concept of it on paper (as described in this post); so, to me, the 1st version of Katu was the concept version just discussed about, while the 2nd version is this one (which was my second attempt, ever, to make a planet in Photoshop – back in 2015).  I made various changes to the specific names of the landmarks of this planet and the details of its history – and even up to the point of this post, I still am not 100% sure on what will be called what, or what will happen exactly when (which is all in the works) – but a lot of what is in this image is still relevant to the 3rd version that has been created recently (which can be seen here, among other posts).  A big difference between this version and the 3rd one is the number of giant rivers cross the entire face of the world; whereas, there is now only two rivers, compared to the four (which the idea could always make a comeback, if proven advantageous).  Either way, no matter which version I go with in the end, Katu will be a primal place full of cat-like creatures who are obsessed with their two greatest assets: their children and their traditions.

The Original Luka (Throwback)

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Original concepts for Draegon, circa 2002
Original concepts for Luka, circa 2002

The origins of “Legends of Saviors” lies within a Dragon Ball Z/Dragon Ball GT and Mortal Kombat amalgamated fan-fiction I had acted out with friends, wrote documents on, created a D&D campaign based on the lore, and crafted a short game made in RPGMaker.  I still have drawings from those days, and thought some people might be interested in what was going on almost two decades ago.

Luka was always somewhat of a mystery to me and I could never really get a grasp on her personality, her role in the group, and especially her looks.  As a teenager, I had almost exclusively drawn men (mostly because of my Dragon Ball Z and Mortal Kombat “roots”), and woman served as an enigma to me, with their curvy figures and typically striking facial features; sadly, it wasn’t until I was in my 20’s when I finally started to draw female characters, but truth be told, I still don’t feel it’s a current strength.   The only thing I had truly created about her had to do with concept ideas of her involvement with her culture (as a type of “guardian princess”), how she was betrayed by some of her people and put into an “hallucination prison,” and a short story about Yenen touching down on her planet, finding and freeing her after a few different events, and then the final battle on Katu, where Yenen and Luka face off against a pair of twins bent on creating utter chaos on Katu – which at this point, Luka is also supposed to learn how to harness her Buntaien abilities correctly.  Currently, Luka’s origin story is still very much the same, but altered a little bit to accommodate the new look and history of the planet and other changes.

If you’d like to see the most current version of Luka, check this post out!

The Planet Jagg Concept

The 3 Historic Phases of the planet Jagg
The 3 Historic Phases of the planet Jagg

Within the first RPG title of the “Legends of Saviors,” the player will continue their cosmic adventure onto the 4th playable cosmic entity (a planet in this case), known as Jagg, within the Saro Perspective.

Jagg, like Signa, wasn’t even conceived of until a few months before I had started back to college in the fall of 2015.  I was trying to come up with an idea for the 4th playable planet, one that would be a bit different than the others, follow a certain theme (in this case, obviously water-based and “movement” in various ways – one example is the Alpha Species of Jagg are the first species to create space flight in the Saro Perspective), and also served a few different functions, both in a narrative way and game design-wise.  Firstly, I wanted to present an almost “lifeless” planet/level to the player, full of wonderfully broad views and intrigue of what had transpired (initially, the idea was to have a planet become totally submersed in water at one point in its history, effectively killing off most of the flora, fauna, and even killing off the Alpha Species, but the frozen aspect was later added with the revamped history of the planet and its inhabitants).  The giant Kay Shard would also help begin unraveling questions within the player, having to do with the gigantic structure, its purpose, and its origin; as it obviously does not look like a “natural” occurrence.  Secondly, the time in which the player gets to visit Jagg will be (if not at the exact time) the climax of the RPG title, “The Buntaien Souls;” where, within the story, Kaiel is under great duress, Yenen begins to remember things he probably shouldn’t be, and the facing of a planet where almost everything is dead and frozen in place, should give a very tense and somewhat melancholy feelings to the player, hopefully urging them along, to make get answers to their questions, and to make things right, again!  Also, another reason for the purpose of Jagg, and what becomes of it, is integrally tied to the transition one main character must go through, to help further their character development and to lead the game where it eventually goes (to Signa and beyond)!

If you are interested in more details of the newest concept of Jagg, check out this post and this post!

In-Game Dan Tien Medallion Concepts

A concept for an active Kaiel' Dan Tien Medallion
A concept for an active Kaiel’ Dan Tien Medallion
Concept Paint drawings for different themes for Kaiel's Dan Tien Medallion
Concept Paint drawings for different themes for Kaiel’s Dan Tien Medallion

Within the 3D-Arena, Fighting title “Buntaien Brawlers,” players will be able to engage in many different modes, with a cast of diverse characters, on a various amounts of planets/Arenas, using powerful and distinct abilities to brawl against other Buntaiens (both offline and online).

Before starting back to college in the fall of 2015, I had started writing down and drawing out some concepts having to do with various things to do with the games in the “Legends of Saviors” series; characters, levels, and interfaces and mechanics, included.  One mechanic, in particular, from “BB” (and possibly even “TBS”) had to do with how the player(s) would be able to to use their character’s special abilities against another character.  Without saying too much about how the actual mechanic would works (I could go over this specific mechanic in more detail, with updated images on a later post), basically one’s Dan Tien Medallion (which is used as a Chi [health], Soul [rage/stamina-like], and Essence [mana/magic] indicator) could be interacted with; and depending on the platform you would be playing on, you could either use a controller/mouse or touchscreen/motion controls to swipe in different variations within the Medallion, itself, to do different moves (as the first picture above somewhat shows).

Each Buntaien would have their own Medallion, set in their own theme, with differing colors, shapes, and styles, to help set them apart (from an interface point of view).  As the crude, second picture posted above shows, the Medallions would not only showcase their specific “elements,” but also reveal something about each character; the example above shows how Kaiel’s might show signs of his dual-existence (with the water and ice showing, and also the horns being present), and the conflict it creates.

Another version of the Medallions can be seen in this post and this post.

The 2nd Version of Par’N Concept

The revamped (but not current) concept of Par'N
The revamped (but not current) concept of Par’N

The cosmic laws and entities of the ST’RCK-5 multi-macroverse are both similar and alien to our own.  There are planets and suns, with various types of life on some of them, but the ways these bodies work is not always exactly the same as ours.

So, as to clarify, I consider the official “1st version” of Par’N is the one I created within RPGMaker; which was the first time I ever created a game space, and was able to actually create a template for the entire world I had in mind.  This official “2nd version” is the very first Photoshop concept I made for Par’N (which is strongly based on the 1st version), and helped me elaborate more on what I had created in the past.  This version showcases what the planet would have looked like before (“Old Par’N”) and after (“New Par’N”) a great calamity that befalls the planet around a century before the game begins.  The most current conceptual version of Par’N – which I suppose would make it the “3rd version” – shares a lot of the same (if not all) ideas and landmark ideas, but expands upon them even more (you can see one of the posts about the 3rd version here).

*As a side note, the whole Latin theme for the names of the “New” Par’n landmarks might not be used in the final version, but I thought it was a nice touch at the time.

RPGMaker Character Portraits (Throwback)


The origins of “Legends of Saviors” lies within a Dragon Ball Z/Dragon Ball GT and Mortal Kombat amalgamated fan-fiction I had acted out with friends, wrote documents on, created a D&D campaign based on the lore, and crafted a short game made in RPGMaker.  I still have drawings from those days, and thought some people might be interested in what was going on almost two decades ago.

During the last year of working on the RPGMaker version of LoS (in 2005ish), I found a program that was able to help me draw up anime-inspired portraits, and was able to import these to my project.  This was basically a way for me to use assets and mix them up to make, what I thought, was what most of the characters would eventually look like (based mostly on what I had already drawn already, up to that point).  Comparing the “Original” drawings of the Buntaiens I have been posting, and the newer concepts (the ones in the montage videos), I feel these were a good halfway point to really figure out what they would look like.  Obviously (from the newer concepts), some of the character have changed a bit, but most have retained their original qualities, and will keep their distinct features and personalities, intact

RuMa and MaRu Domaciles Concepts

A concept of a RuMa Temple
A concept of a RuMa Temple

 

A Concept of a MaRu Fortress
A Concept of a MaRu Fortress

It has always been planned that I were to create a game(s), it would be filled with believable, dense, and fanatical lore that would try to tie-in each theme into one other.  With this in mind, I have been working on said lore, people, cultures, planets, history, etc. for many years, trying to figure out something compelling and receivable.  I hope to bring old traditions of certain cultures to modern people through various themes, and to engender an experience that transcends the gaming system it is played on.

*As a slight disclaimer, I apologize for the crude drawings (I’ve never admitted to having great drawing skills), I feel I am better suited for “2.5D” and 3D canvases (like Photoshop or Maya), compared to traditional paper or whatnot.

If you have been looking at some of the other posts, specifically the “Planetary Concepts” or “Lore Concepts” ones, you may have noticed that each of the 5 main planets within the Saro Perspective (that each bear an Alpha Species) all have a type of natural extrusion at their northern poles; some examples would be the extrusive mountain on Par’N (the first picture above), the volcano on Katu, and the Kay Shard tip on Jagg.  Also, what you may – or may not – have noticed is that each planet (and actually, not just the ones that have an Alpha Species) also have a giant body of water that typically make up their southern poles.  Within all of the bodies of water is a natural mass of igneous rock and other dense and strong minerals that make it almost impossible to pierce (an example is the second picture above).  The northern extrusions and the southern masses are actually the domiciles/sanctuaries/beacons of two omniscient and immortal beings that help keep the balance of the planets they dwell on; the north having “RuMa Temples,” and the south having “MaRu Fortress” (both terms are used by the Buntaiens and the RuMas).  The reasons for these beings/entities existence on every planet is to keep a literal balance of all of the planets within the Saro Perspective (and every Perspective is the same, in these respects), summon the Buntaien Souls from their slumber (to find new hosts), and to not only train the Buntaiens that eventually develop, but also to guide the Alpha Species’ of the planets on which they exist.

There is a lot more information regarding both the RuMas and the MaRus (their origins, their reasons for being, how they are different from one another, etc.), but I will leave that for another post with updated concepts!

The Original Draegon (Throwback)

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Original concepts for Draegon, circa 2001 & 2003
Original concepts for Draegon, circa 2001 & 2003

The origins of “Legends of Saviors” lies within a Dragon Ball Z/Dragon Ball GT and Mortal Kombat amalgamated fan-fiction I had acted out with friends, wrote documents on, created a D&D campaign based on the lore, and crafted a short game made in RPGMaker.  I still have drawings from those days, and thought some people might be interested in what was going on almost two decades ago.

Originally, Draegon (which was spelled “Dreagon” at the time; only a slight difference) was a clone created by Insignacious Kendell using the genetics of various species from various planets (including dragons, hence the obvious name) and also from the Yin-god of the Saro Perspective.  He was made before the creation of Yin-En (was the 3rd clone out of 4 in the Yin-clone series), and was mainly used as a backup for the perfected 4th clone that came after him.  He somehow eventually made it to Par’N, and ended up training with RuMa; at this point of the writing for Draegon back in the early 2000’s, I hadn’t yet conceived his place within the Buntaien group, but only that he was supposed to represent an antithesis for Yenen, and acted as such (being brazen and outright aggressive to Yenen, being obsessively jealous of Yenen, etc.).

For the newly created concept, style, and story of Draegon, there are definitely a few similarities (of which, most of them were just older ideas used as platforms for newer ones), and some deep differences.  Without giving away too much at this time, Draegon is now – like with Yenen’s newest concepts – more integral to the overall story of the Saro Perspective and the interpersonal relationships of itself and the other characters (both playable and NPCs), and now has a broader and more complex personality than was originally conceived.  I hope to keep developing Draegon further, both physically and mentally, and hope to create a both endearing, yet perhaps pitied or even somewhat “hated” character.

If you’d like to see the most current version of Draegon, check this post out!

The Planet Hatz Concept

The 3 Historic Phases of the planet Hatz
The 3 Historic Phases of the planet Hatz

Within the first RPG title of the “Legends of Saviors,” the player will continue their cosmic adventure onto the 3rd playable cosmic entity (a planet in this case), known as Hatz, within the Saro Perspective.

Hatz was the last planet I was conceptually working on back in the RPGMaker days, which was originally a bit different than it is now.  The first idea was to have a rocky and desert-like planet with sparse spots of flora and fauna spread about, and barely any water sources to be found.  The main species of the planet was to be split into different “Tribes,” and would fight over the dwindling resources of their world.  Wajoby was also to be found on the planet (but now looking different and having lost his memory) among a small faction within one of the Tribes, and the player was supposed to somehow find a way to convince Wajoby (at this point, known as Talon) to come back to Par’N with you to recover his lost memories and powers.  One last point to make about the differences and comparisons between the original use for the planet and the current one is that the planet will now look quite different (going from a planet full of life into a desolate and starkly different one), but the idea of “Tribes” fighting over territory and resources, and the recovering of Wajoby from Hatz, is still in the current concept (however, with some different alterations).

There are currently two overall versions of Hatz in the works, where one is what you see above, and the other is similar, but the “Colossal Breaches” in the 3rd Phase are not as far-reaching, but rather more rounded areas scattered about (you can see the original Photoshop concept of it in the first row, second column in this picture).  I personally like the newer ideas of having a race split among itself, one taking to the skies around the mountains, while the other lives calmly in the fields below.  Where eventually one becomes obsessed with hatred for the other, sets out a plan to destroy them, but this actions ultimately and utterly gets them destroyed by their supposedly fallen enemies, however this action, too, leaves the planet in disarray and the surviving sub-species of the race must find a way to reconcile for the retaliation they committed.  With this planet, no matter what kind of concept I eventually go with, I hope to bring about a theme of how war is, as it may have been said before, never a means to an end; it is a perpetual force onto itself.

If you are interested in more details of the newest concept of Hatz, check out this post and this post!