Chains of Eternity is finally out on Steam!
This game is an action-adventure story driver hack n' slash open world game. For a game made in
RPG Maker MZ, that's a mouthful, I suppose.
Well, where do I start....
It has been a ~one year long journey. I started out with nothing but a story in my head that I wanted
to tell. I was always a big fan of anti-heroes such as the Punisher, or Ghost Rider. I liked the gothic,
skull aestethic of it all. I also wanted to tell a superhero story in a way that's aimed at adults, with
adult themes, full of action, blood, and sexy girls so accompany you on your journey.
As a filmmaker I didn't have many resources to tell a story of this magnitude, so I had to look for a
different medium. At first I had the idea to make it a comic book series instead, and I did have
someone available to illustrate for me. But then we recounted how much time it would make to
create it with just him and me, and him having a day job, it seemed like we were way in over our heads.
Is that the saying? I'm not from the US, so I don't know. Anyway, I was thinking, and I thought, hey maybe
this story would be better told through an immersive experience. And because I don't have many associates to work with who shared the same vision and passion I had for this story, a PC game seemed doable with limited resources. So I made a run of the mill Ren'py visual novel game at first. Nothing crazy,
just a linear beat where all you have to press is Enter. I made a full prologue in Ren'py, and it seemed fine
but something was missing, and I really wanted to bring something exciting to the table. So I decided to be a little more ambitious and purchased RMMZ, spent a month to learn all its features and make a fully fledged action game.
"But RMMZ is usually made for turn-based combat isn't it?" Well yes, my friend. That's true. That was the
other problem. But thanks to KUBATAIGA's ABS plugin, I was able to overcome that obstacle. It wasn't easy of course, as my major was in filmmaking back in Uni, but I learned a lot of new things, and finally reached the point where I can publish the game here. Now for the visuals...yes I was prepared for the controversy, and in an ideal world where I have a lot of resources available, I would absolutely only use visuals made by real human artists, even in the final product, I was trying to use as many real man-made assets as possible, so not every asset was made by AI. The idea at first was to make all visuals with real-artists, but there were a lot of setbacks, schedule conflicts, and creative problems which would have delayed the development of the game further. So, I decided to make the controversal decision to use AI for some of the visuals, because it was more practical for this kind of development, and I also had more control over it as the director. Of course, even
using AI, I used my illustration skills to furhter enhance all bits and pieces that I can realistically enhance. and as I said, a big part of the visuals were also hand-made. Stay tuned for more language support as well, as the game has been translated to Japanese, Russian, and
Hungarian, which can be switched on in the options menu in future updates.
Accel Games.
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.