Official Affinity:Sorrow thread, NintendoAge edition

Since I had received quite a few PM's and text messages about Affinity Sorrow this week, I figured it's time to start the thread and such. Taken from my thread on SegaAge:



It's been a long while since any update on this project, so I'm starting it fresh, and will continue the progress updates in here (as well as the NA thread).



Firstly, a quick FAQ:



Q. Can I be a beta tester? (Most common question)



A. Chances are, probably not. Right now, there's nothing to test, and by taking names now, I'll most likely lose them, people will forget about it, people might disappear from the forums due to other obligations, or any of the above.



Q. How far along is the project? When will we see a release? (2nd most common question)



A. Affinity Sorrow is a far ways off. During the initial development, I ran into issues with reliable artists, and that's been a daunting task to find someone. Then life happened, and while life is still happening, and other projects are wrapping up, I've begun work on this again.



Q. What has been done, and what's left to be finished?



This is always a fun one to answer. The outline of the story is done, I know how the story is going to progress, and I've begun writing it all down and scripting all dialog of the characters, NPC's, events, etc. I've been working with a few individuals on the forums to help ensure that I don't screw something up in the story such as loop holes, leaving something important unexplained, continuity, etc., as well as helping with other aspects of the game as well by providing feedback on various systems that are being hashed out to be placed into the game, and actually make these systems/functions actually add to the game instead of just being there, never touched. Who wants wasted content when you could have more expanded on certain aspects?



The map engine is done, but I want to redo it. I've thought of methods that are far more efficient and the current engine has some severe limitations.



Past that, everything else needs to be done. I do have an excellent composer, and some offers on graphics (if I can't find anyone reliable, I'll just do them myself for the time being).



Q. Is there anything you can share with us right now? Any teasers?



A. Not currently at the moment. I'm working on something for the website to give some history to the story, almost like a prologue.



So with that out of the way (I'll add to it as more things are asked), what exactly is Affinity Sorrow? Affinity Sorrow is going to be a story unlike any other, that deals with real conflicts that can still apply today, just in a fantasy setting. A world of mystery is to be unveiled, and the further you go in, you start to realize just how different the world really is, something that only a select few can ever understand, leaving nothing but legends and myths behind.



With that, discuss, ask questions, tell me how slow I'm going, punch me in the grundle, whatever you feel like






Originally posted by: dra600n













Enjoy!



Some concept art (posted in the Sega Age thread as well)

Comments

  • Remember like Miyamoto says.. A delayed game is eventually good, a bad game is bad forever!
  • Exciting stuff!





    *grundle punch*
  • Is it Affinity Sorrow or Affinity: Sorrow or Affinity Grundle-Sorrow?
  • Affinity:Sorrow, but most places have : S as an emoticon, so I just drop the : most of the time



    But your copy will have a grundle attachment
  • Are there other games like this on the Genesis? I honestly never ventured away from Nintendo until FF7 for Playstation.
  • There are other RPGs for the genesis, such as phantasy star series, brave battle saga, the shining series, but they're all pretty unique from each other. I think the game closest to this would be pier solar, but there's going to be a lot of differences between the 2. If I had to pick a game closely related in style, I would say final fantasy 6 due to it's easy to understand story, though complex enough if you want to break down everything, and a bit more traditional in the sense that you'll acquire party members, but not having a rotating lineup or the ability to change skills.



    I debated that last part a lot, because I do like variety and options, but it also makes it more difficult to have a really strong character growth and development. In FF6, you had a good background on the characters, but only a few really had any growth and personality to them. That's something i would like to avoid.

  • Originally posted by: dra600n













    Enjoy!



    Updated the first post, but I'll quote the in game concept art in this post as well. Hope everyone enjoys!
  • Oh we do enjoy . Glad to see things are moving.
  • Saaaaaaweeeeeeeet
  • Sooo.... I will be able to play this on my NES, right

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