Wednesday, August 10, 2016

Work on Iniquitous

Just wanted to pop in and tell you what we have been up to. Currently we have been working more on the new quest systems, and Crafting items in the chapter one, and re-implementing the mouse support since a few script changes caused some incompatibles, and a few bugs like a game breaking one with the flash wielder intro. So more then likely a updated version will be coming soon that just fixes bugs with the 1.3.0 of the Prologue Chapter.

So far we haven't really left the first area of the first chapter yet since we have been mostly working on the mechanics and such so far.

Friday, July 22, 2016

Iniquitous 1.3.0

INIQUITOUS Version 1.3.0 is here and a almost completely overhauled Prologue, now featuring new enemy designs and new scripts and introduces four new characters to every prologue. Grab it now to see the changes!

The Project Iniquitous team has been working extremely hard on the Iniquitous Project, and have brought you the new version of of the prologue chapter. Work on the first chapter has been progressing really well and we even have a little teaser to show you about the development on Chapter 1, but that is for the end of this post. The new version has been posted in the download page so go ahead and grab it if you wish.
Also if you wish to help us develop the game you can always take a visit to our Patreon page where we can use all the help we can get, or you can always tell others about the game and give feedback because that is always appreciated.

Now for a update on our Chapter 1 work and were we are so far. Here is an image of the chapter introduction art.
Work on chapter 1 has been focused mostly on creating new areas and creating dungeons and new quests and there is still a lot of work to be done before we are able to give a stable release and we may consider giving our backers a release ahead of time. Most work currently is work on a Mining Town called Ironstar and a quest involving lost children inside the mining. So far we are working on the mechanics of the dungeon and work on a random loot system is in place.

As always Dreadnought Interactive appreciates all of your support, and have fun ^.^ 

Sunday, July 3, 2016

CG Artist Lost.

Our character CG artist has left from the production of Iniquitous, sadly. I have set out to hopefully find a someone who can take up the job of CG production, which will mean a remake of the main characters, but the previous one will go to use.

As for a little progress update, we have been getting quite a bit of feedback on the game, and I'd say it's time to give the prologue chapter a new coat of paint. Even though it had it's good parts it also have quite a few bad parts due the rushed nature of the release. I'd schedule that in about 3 weeks a major update will be released for the Prolouge chapter that adds in a lot more to the intro stories. I'm currently planning to work with everyone to work on the creation of an extra "play space" in the middle of the time leaps during the academies where you can undertake small quests and help people maybe add in a unique character for every academy as well.

Or concept Artist Nick is currently overhauling the enemy graphics, and has been doing a very good job. Here is a sample.

Another thing that is planned to be added to the game that will more then likely come with the chapter 1 release is a Bestiary that will be created along with our storywriters. 

So the next time you'll probably hear from me is when I'm bringing the "Remastered Prologue Patch".

Any support to the game whether in words, telling others about the game, or via Patreon will always help with our production. Thank you all.

Friday, June 24, 2016

Update 1.2.8

Recently it has been brought to attention of a game breaking bug in the Silent Runner prologue. It seems that our grammar and spelling editor attempted to add something into the game other then text and did not set it up to cancel the event process so I had to go in and take it out.

So if you had this problem while playing the Silent Runner prologue it has now been corrected.

Saturday, June 18, 2016

Mark has been finished!


Our CG artist Ayame has finally finished work on the last Min character 'Mark'.

Wednesday, June 8, 2016

Iniquitous comes to GameJolt!

Well everyone after quite a bit of preparing, and releasing the 1.2.7 version of Iniquitous. We have our game ready to go on Gamejolt, and has been release there as well.

Hopefully this way more people will be aware of Iniquitous.

You can see for yourself here!
Iniquitous on Gamejolt

Update! 1.2.7!!

We have finished a few bugs, and scrubbed the floors quite well, and we have a 1.2.7 update for everyone waiting right in the download page.
Public Release too! Meaning the graphics enhancements are there as well.

We'll keep you updated on our progress. Enjoy.

Tuesday, June 7, 2016

Welcome to June!

Welcome to June, and summer break to those of you still in school. Thought I'd give you all an update on Iniquitous.
We have refined our quest system quite a bit, and have thoroughly set up crafting for the game as well which features quite a few details. Currently I have been working on some dialogue so that you can know the characters a little better.
We have also kicked off a large side-quest involving the character working on opening the mythical Laegjarn's Chest which can be found in Norse mythology, which I'm sure some of you are interested in.

Lately, as of yesterday, I've been having some problems with my phone having its capability to send and receive signals fried, and that have caused my communication with the rest of the team to slow down exponentially to only when I'm online with my laptop.

I'll still be working on the game all the same. I'll be posting a screenshot of our progress in the next post.

Friday, May 27, 2016

Iniquitous V 1.2.5 (Backer Release)

We've finally got around to the production of a stable version of the graphic revamp to release an updated version to the backers of the Iniquitous Project. Thank you all for your support, and even to those of you that follow this development blog, and play the game we thank you as well.

The download to the backer release is now up in the "New" 'Download Iniquitous!' page. I've sent an email to you with the key you will need to access it.


I say 'stable' since there are a few problems with the water tiles for some odd reason they are having a hard time rendering, and may not render on come occasions. So if you see some solid black tiles then that is water that is failing to render correctly.

Monday, May 23, 2016

Crafting and Skill Leveling

We've begun work on setting up the crafting system for the game, which is going to be quite extensive I might add. Having the player gather parts and materials for construction then applying them to the craft.
Each crafting discipline will have levels as well so the play may need to level their blacksmithing, or alchemy a bit before getting access to even higher quality creations.

As for the skill leveling which we are still working on a few kinks, and adding in the stronger versions of the skills you can level up, and along with the creation of a few new skills the player can acquire through skill books. Each Skill book can be given to one character of a class.
For example, if the skill is for a Cive Caster, and the player is a Flash Wielder then its easy to choose who gets the skill, but if the player is also a Cive Caster then you will have to choose whether you or the other partner gets the skill.

As for an update on our progress we are still working on the first town that the game kicks off in called Moraka, where we are working on all the details I described above, along with getting the story going.

Monday, May 16, 2016

Graphics Revamp getting there.

Here is a image of a map that has been remastered with the assets used in Terra Evil's environment.


Though we have left a few areas with the same tile asset since remastering those areas would interfere with quite a few areas,

Wednesday, May 11, 2016

Graphics Overhaul

We've begun to overhaul the map graphics to the kind that are used in Terra Evil. So we are going to be halting on the story development and focus on converting the Terra Evil graphic to Iniquitous.
The Backers of the Iniquitous Project will be receiving the updated graphics version once we are finished.

Tuesday, May 10, 2016

Work on Chapter 1

We have begun work on the chapter one story. Currently working on map design, and such. The CG Artist, and concept artist have been working very hard.
A small break might be coming up for us in the near future. We will keep you posted with updates as we progress further in the development.

Sunday, May 8, 2016

Happy Mother's Day!

Hello, Iniquitous followers. Happy Mother's day.
Dreadnought hope your family life is going well for all of you.

Friday, May 6, 2016

Celene Concept Art

We are slowly getting underway with production on the first chapter of Iniquitous, and as we are so is our awesome artists Nick, and Ayame.
The concept design of the characters go to Nick
And the Redesign, and coloring, and CG go to Ayame.

This is the Re-Design concept of Celene. By Ayame.




This is the re design concept so it is still open to change. If you have any suggestions feel free to pass them on through the comments below.

Thursday, May 5, 2016

Cive: The Fourth Dimensional Power

For those that have played the Cive Caster path of the Prologue Chapter then you might already know a little bit behind what Cive is.
Cive is what puts the Science Fiction into the game as it's the force that makes "magic" in the game.

But here I'm going to go into detail about Cive and what its limitations are.

In Iniquitous light is seen as the visual representation of the fourth dimension since light travels through both space and time. Cive is the energy that light pulls from the fourth dimension. With the use of Channeling Crystals, which are specially created to match the frequency light so that a wielder can harness Cive and use it to manipulate light's ability to travel through space-time.
With this the caster can bring anything from the past to the present, this also includes things like lighting, fire, water, or even objects or small monsters.
Channeling Crystals have a limit as to how much they can manipulate. Depending on the magnitude of what is being pulled through space-time through light can cause a heavy strain on the Channeling Crystal, and should the strain be to much then the Crystal will rupture which causes a quick and sudden spike in the crystals mass to the point that it collapses in on itself and creates a miniature black hole, of which the closest thing gets sucked into it and killed, the closest thing being the wielder of the Channeling Crystal. Immediately afterwards the mini-blackhole dissipates, all of which happens in about a second so the caster has no time to react.

CP in Iniquitous is, in a sense, the casters ability to maintain and control the Channeling Crystals input and output of Cive. Once you run out of CP it stops you from casting for the party members safety. ^.^

Another question about Cive you might have is: "If you can bring things from the past to the present, can you bring things from the future?"
You would be correct though it is extremely complicated, and only one person in the entire Iniquitous world knows how to do it. One of the reasons it's so complicated is because you know what you are bringing from the past since you know it existed, but when you pull from the future you don't know if it actually exists in that time. Plus due to reversing time for that object you want to bring back would cause a huge strain, and probably rupture a normal Channeling Crystal.

I've put a lot of thought into the whole Cive science, but I'm sure there are a few things that I'm leaving out. So feel free to question, and leave some comments on how this idea could be better improved. After all, multiple heads are better then a single one. ^.^

Tuesday, May 3, 2016

Main Character CG Art

We have some CG art for you guys to see.

Art by: Ayame
Concept by: Nick5200

Posted Image

This will me implemented way later on in the game, but it's something to look forward to.

Welcome to Project Iniquitous!

Project Iniquitous is a game being developed by Dreadnought Interactive with high hopes for the game, and we hope that you will join our party and embark on the quest of creating one of Dreadnought's best games.
If you wish to support us feel free to visit our Patreon page and get access to early releases of the game, and information that others will not.

Welcome, glad to have you with us.

To download the latest version head to the downloads page up top!