Category Archives: Unsung Saviors

Interface Soul Charges (Yenen’s)


On the Player Viewer side of the GM Interface for “DDnD – Unsung Saviors,” I created a lot of elements that would be able to convey to players what was going with their characters during battles and each campaign, overall.  More often than not (other than during certain story-based events), players will only need to take their statistics into consideration when they are sparring with one another or battling against enemies.  One important aspect players must always consider when fighting is their Soul Charge Level.

Originally in the prototype fighting system “Buntaien Brawlers” that I created before I enrolled in college back in 2015, players had a Chi Gauge, a Soul Meter, and Soul Charges to indicate their basic statistics.  Every time a player would incur damage, their Chi Gauge would go down (according to a dice roll), while their Soul Charge would always go up by 1 point.  For every 4th Soul Charge accumulated (up to a maximum of 12), the player would gain a Soul Charge Level (up to a maximum of 3).  The importance of the Soul Charge system was to add in a level of growth and challenge during each battle, where for every Level gained, certain abilities could be used, and basic stats would be increased (based on which Level they had achieved).

The reason I just explained the Soul Charge system from an older project is because “DDnD – Unsung Saviors” also incorporates the same ideas and is portrayed through differently-colored emblem sprites for each of the 5 main Buntaien Characters.  For each Soul Charge Level achieved, a designated emblem will show up on the Player Viewer side, to the far right side of each character’s other statistics.

IOI Reveal Effect v1

IOI Reveal Effect in action (during Campaign #1)

Through the past few years of going to school for game development and working on indie titles by myself and with others, I have learned many facets of the production of video games: creating models using Maya, creating textures using Photoshop, utilizing the Unity engine, understanding gaming design principles in a more technical light, and even some basic programing with C#.  However, I rarely ever delved into the world of sprites and VFX elements, but with the recent creation of “DDnD – Unsung Saviors,” I have gained much needed experience with both!

As one can see above, an emblem of sorts (just like the one used for the Character Medallions) is being perforated, while orbs of light trails out and away from it.  Once the emblem with the question marks dissipates, a new emblem is revealed underneath, but this time with a different graphic on it.  Above is what I’ve termed as an IOI (or Item of Interest), one of many POIs (or Points of Interest) scattered around each of the maps in the campaigns of the game.  With this specific one, players can find them, reveal the items below, and then pass out the gear appropriately to one another.  Specifically for the example used, the item revealed is known as a piece of Gear, and is a RuMa Temple Gi Headband (which is part of an entire Gear set that players can collect in Campaign #1).

I eventually created a Unity prefab for IOIs by first making a standard question mark emblem and then some item emblem (which at this time were the 4 pieces of Gear I posted about not too long ago) sprites using Photoshop.  After importing them into Unity, I then created a simple particle effect of white light orbs bouncing away from a center point of the emblem sprites in random directions outwards, each one with a white trail coursing behind them.  At this point, I was going to have the light orbs just do their thing and then the question mark emblem simply disappear, revealing the underlying item.  However, I was in the mood to learn more about shaders and was able to find an amazing and free shader on the Unity Store.  I went into the original shader script, edited it, and then created a unique shader texture to get the desired effect I was seeing in my mind’s eye.  Lastly, I created a simple “IOIReveal” C# script that would allow GMs using the “DDnD” Interface to simply point and click on each IOI, allowing the VFX to take place.

Wajoby’s First Dream Video


A week before I was to host the very first run-through of Campaign #1 – Tutorial for “DDnD – Unsung Saviors,” I felt the need to give the players something to see before they were to jump into the world I had been creating for them.  Akin to the introduction of the Playstation 1, RPG Maker version of “Legends of Saviors” that I created a half my lifetime ago, I wanted to envelope the players in a sort of waking dream that would both captivate them and breed a sense of curiosity.  To do this, I would have to use Unity, Adobe Premiere Pro, and Audacity, and utilize a unique script – not of the mathematical kind – I had written up for each of the 5 main characters that the players had already chosen from.

What you see above is Wajoby’s First Dream: a message that will help set the tone of the game, introduce certain aspects of the character that maybe the player may not know yet (stuff that I didn’t put on one of the pages of their Character Deck – something I’m sure I will keep posting about later on), and give them a driving purpose as to why they are here, and what they could expect from the game to come.

Please enjoy the video!

Character Deck v2 (Yenen’s)


I have, thus far, previously explained and presented the first version of the Character Deck for “DDnD – Unsung Saviors,” and then later, I gave some examples of used Statistic Cards for the 5 main, Buntaien characters.  For this post, I’m going to go into the second version of the Character Deck, and what changes I’ve made to better facilitate future campaign playthroughs (for both the players and GM, alike).

As for the first, Statistic Card, each main character can now equip up to 10 different pieces of gear in all, of which 3 of those Slots will be exclusive to each Buntaien (using the above image as an example, Yenen can uniquely wear a neck piece, a cape, and a belt, but shares the other 7 Gear Slots with the other Buntaiens – each one can wear a head piece, chest piece, legs piece, two feet pieces, and two hand pieces).  I wanted players to be able to trade Gear amongst each other, but also find special pieces for their specific character, to feel attached to their new item and accomplished in unearthing it.

Another radical change on the Statistic Cards is the bottom area – where Kay Memories were to be stored, once – a spot for players to unlock their character’s Secondary Abilities (I went back and also changed the word “Abilities” to “Main Abilities,” to signify the difference in the new new version).  Being a somewhat back burner feature for “DDnD,” I didn’t expect the players from the first run through would uncover so much, so soon.  So, I had to wing it and unlock special abilities for them on the fly during the campaign, of which they could be used to solve puzzles, uncover hidden items or information, to use their special Buntaien Powers in ways other than combat, and a myriad of other uses.  Kind of like with the POIs on the maps, I wanted there to be spaces with the same type of question marks to cover something that they would have to reveal about themselves (or their character-selves, I suppose), again, like with the POI system.  Eventually, each Buntaien will be able to unlock 5, exclusive Secondary Abilties through experimentation, teamwork, and/or specific story-based events, each with their own unique icons.

Since the Kay Memories area is now being utilized differently, I went ahead and made it its own Card, which will give players 6 different slots to fill in (eventually with personalized images for each one), for 6 different memories of the worlds they will be exploring.  Once the first player unlocks the first Kay Memory in a future campaign, I may have to change the Card again, to make sure its a viable space for such a thing.

Lastly, as one can see above, the Inventory Cards and Personal Cards have not been altered (as of yet), and I feel they are suitable for their different purposes.  This Character Deck concept and presentation is a work in progress, and I will keep updating them visually and structurally as needed, so keep a lookout for future versions!

Draegon’s First Dream Video


A week before I was to host the very first run-through of Campaign #1 – Tutorial for “DDnD – Unsung Saviors,” I felt the need to give the players something to see before they were to jump into the world I had been creating for them.  Akin to the introduction of the Playstation 1, RPG Maker version of “Legends of Saviors” that I created a half my lifetime ago, I wanted to envelope the players in a sort of waking dream that would both captivate them and breed a sense of curiosity.  To do this, I would have to use Unity, Adobe Premiere Pro, and Audacity, and utilize a unique script – not of the mathematical kind – I had written up for each of the 5 main characters that the players had already chosen from.

What you see above is Draegon’s First Dream: a message that will help set the tone of the game, introduce certain aspects of the character that maybe the player may not know yet (stuff that I didn’t put on one of the pages of their Character Deck – something I will be posting even more about later on), and give them a driving purpose as to why they are here, and what they could expect from the game to come.

Please enjoy the video!

Original Character Cards


I previously posted the original template for the different Cards within the first version of the Character Deck for “DDnD – Unsung Saviors,” conveying the basics of what I thought the players would needs through all of the campaigns to come.  With that version still in mind, I wanted to test out what a more completed looking Statistic Card for each of the 5 main, playable characters.  What you see above is examples of what could happen, uniquely for each, during some of their travels.

For example, at this point with Yenen, he has acquired his unique Buntaien Weapon, which is now represented as a shadow of the weapon itself – just like with the Gear icons that players can acquire during campaigns.  He has also learned his first “Status” Ability (represented by the blue dot within the “S” row under Abilities) and his first “Healing” Ability (represented by the blue dot within the “H” row under Abilities).  As well, he has apparently found a Kay crystal in his travels, with the memory of the intact North Bridge city – that was once one of the two technological capitals of the world – and could help the player figure out the mysteries of planet Par’N more easily.

As for the others shown, they all follow the same structure as with Yenen, except the content will be specific for each character (as with Wajoby getting a shield-like Buntaien Weapon compared to Yenen’s sword, some players may choose to learn certain Abilities in a different order than others, and Kay Memories can only be learned by one character for each crystal that is found, so those will be unique to each character, as well).  I will eventually post the second version of the Character Deck I created during the first run through of Campaign #1, to show off some of the new structure and features.

Kaiel’s First Dream Video


A week before I was to host the very first run-through of Campaign #1 – Tutorial for “DDnD – Unsung Saviors,” I felt the need to give the players something to see before they were to jump into the world I had been creating for them.  Akin to the introduction of the Playstation 1, RPG Maker version of “Legends of Saviors” that I created a half my lifetime ago, I wanted to envelope the players in a sort of waking dream that would both captivate them and breed a sense of curiosity.  To do this, I would have to use Unity, Adobe Premiere Pro, and Audacity, and utilize a unique script – not of the mathematical kind – I had written up for each of the 5 main characters that the players had already chosen from.

What you see above is Kaiel’s First Dream: a message that will help set the tone of the game, introduce certain aspects of the character that maybe the player may not know yet (stuff that I didn’t put on one of the pages of their Character Deck – something I will be posting more about later on), and give them a driving purpose as to why they are here, and what they could expect from the game to come.

Please enjoy the video!

Original Character Deck Template


While in the midst of creating the GM interface and all of the assets that would be needed for it to work and be presentable, I had to also consider creating something that would help tie the players to their characters (other than the basic statistics on the Player Viewer side of the interface).  Like with Dungeons and Dragons – where players have unique character sheets – I, too, wanted to devise my own Character Cards to help explain who their characters are, what they can do, what can be unlocked, and other bits of information that would be prudent.

What you see above is the first template for what I coined a “Character Deck,” which – at this point – has three different pages (or “Cards”) with varying amounts of information.  The first Card is known as the “Statistics Card,” and has all of the necessary stats, abilities, and other battle-related data for one’s character.  Each character portrait would be put into the middle, with their names and Essences right above (these would never change throughout the game).  As for the other parts, throughout each Campaign, players would be able to build upon what they start out with, learning new abilities, find and wearing gear, obtaining special memories from Kay crystals, and unlocking their unique Buntaien weapons.  As for their Chi and Soul numbers, those would change dependent on what was happening during a battle, but their maximum numbers will always stay the same under normal circumstances.

The second page is known as the “Inventory Card,” and as you might have already guessed, is where players can jot down all of the items they find in their journeys (whether it’s a makeshift torch or an important quest item).  As for the third page, it is known as the “Personal Card,” and gives a sort of in-depth introduction to what the characters look like, how they act and treat others around them, and a little bit of history; all should help players role play as their chosen Buntaien and give them some understanding to their character.

During the first team’s run through in the first Campaign, I saw that this template wouldn’t last for future playthroughs, so I ended up creating a newer 4-page Deck, with some minor changes here and there that would allow for some newer aspects of the game.  I plan on posting that version eventually, as well!

Luka’s First Dream Video


A week before I was to host the very first run-through of Campaign #1 – Tutorial for “DDnD – Unsung Saviors,” I felt the need to give the players something to see before they were to jump into the world I had been creating for them.  Akin to the introduction of the Playstation 1, RPG Maker version of “Legends of Saviors” that I created a half my lifetime ago, I wanted to envelope the players in a sort of waking dream that would both captivate them and breed a sense of curiosity.  To do this, I would have to use Unity, Adobe Premiere Pro, and Audacity, and utilize a unique script – not of the mathematical kind – I had written up for each of the 5 main characters that the players had already chosen from.

What you see above is Luka’s First Dream: a message that will help set the tone of the game, introduce certain aspects of the character that maybe the player may not know yet (stuff that I didn’t put on one of the pages of their Character Deck – something I will be posting about later on), and give them a driving purpose as to why they are here, and what they could expect from the game to come.

Please enjoy the video!

Character Medallions


Considering I had created a grid system for player movement on the maps within the map viewer of the GM interface, I needed something to indicate when and where characters were moving.  Using the portraits I had already created for the 5 main characters, I took away some details of their faces (like the eyes, mouth, and nose), and shrunk them down to fit inside little “medallions” I had also created for them (using their designated colors).

Each Character Medallion can be moved around the map, using the grid, in all directions (even diagonally).  Also, whenever the players are in a battle and they put their characters into a “Focus Stance” – something I will be discussing and posting about later – a certain particle effect occurs behind each Medallion, signifying to them and the other players that they are indeed in Power Stance.