O
ornitier199
Arcanist
- Mar 26, 2022
- 413
4th day w/ vsed, fuck si i've no desire to stop anymore
so planning on ctb this evening before night fall and trying to rid of any potential thoughts that'll keep me from doing it this time.
got a bunch of (now useless) things i've wrote in the past while developing FK. i tried not to believe it but the reality is i'm destined to fail. what i think, or feel is good, is not. yet for some reason i kept growing it like it was. there are no opportunities for a slug like me or for it in anyway. trying to go against the odds only brings more pain, my existence alone is evidence. looking at it i realize how stupid i was even thinking this would ever be more than a dream. and like before someday the dream will end, today. in a weird way doing this helps me ctb better this evening, showing just how stupid and miserable the thing i so liked to do really is. its just what i needed to stop kidding myself and ctb already.
this is closest it'll ever get after all. it'll show just how pathetic i really was, if you fancy a good laugh—pretty much the same as my continued failing of ctb.
somenotes crap i wrote of FK titled overview_world_fk.txt
somenotes crap i wrote of FK titled tri3f..txt
some morenotes crap i wrote titled: gp.txt
i made some useless audiodiaries crap i composed a few months ago with some events and character development in progression. cant bear to listen to it again because i know it'll just halt my ctb further.
and just howstupid pathetic i sound.
i've already written a note months ago thats never changed not even now. it is as it is.
its already getting late, better do this now before i end up postponing it again or whatever. if it does ill just keep cutting until im worn down to
so planning on ctb this evening before night fall and trying to rid of any potential thoughts that'll keep me from doing it this time.
got a bunch of (now useless) things i've wrote in the past while developing FK. i tried not to believe it but the reality is i'm destined to fail. what i think, or feel is good, is not. yet for some reason i kept growing it like it was. there are no opportunities for a slug like me or for it in anyway. trying to go against the odds only brings more pain, my existence alone is evidence. looking at it i realize how stupid i was even thinking this would ever be more than a dream. and like before someday the dream will end, today. in a weird way doing this helps me ctb better this evening, showing just how stupid and miserable the thing i so liked to do really is. its just what i needed to stop kidding myself and ctb already.
this is closest it'll ever get after all. it'll show just how pathetic i really was, if you fancy a good laugh—pretty much the same as my continued failing of ctb.
some
The characters in Final Kismet™ weren't created to be 100% relatable to the real life self. While the characters have relatable attributes and personalities; they could also be thought of and represented as heros, superheros, as they take on bold challenges and face things that are more bold and even outlandish than anything common.
Each and every one of them are created with no filter. They are created and developed in their own rite, with nothing preventing them from their natural personalities, actions and motivations.
They deal with loss, pain and grief. They witness their world become infused with war and conflict, bloodshed, and destruction.
Towns and villages of many of the world's inhabitants deal with the repercussions of revolt from political powers; struggling to find a place to call home after it's been destroyed in war-torn territories. The search of hope, what it means to be human, moral values and lack thereof, loss of hope and death. Dreams and ambitions of its civilians, and the despair of reality.
The Empire's own platoon, its officers, soldiers, imperials who trade their lives for power. Imperials who undergo biological and artificial infusions in order to gain that power, and earn the sense of superiority over their comrades and/or enemy forces.
Soldiers cast in the light of their superiors, be ranked and compared to one another, earning trust, taking losses, building friendships, connections and relationships.
The struggles of coming to terms with their sexuality within the military and the imperfect projections it has on them and in the general society of this war-torn age.
Soldiers of the empire who blindly follow orders, or others used solely as a weapon of mass destruction within the declarations of war. Finding themselves, the protagonists, the supporting characters, the antagonists. Finding a reason and purpose to live, the struggles of narcissism, insecurity and power, control; seeking revenge on those who've done them wrong in their eyes.
A young man's dream of being a soldier, his admiration for his mentor and his desire to be a hero. To love and protect and willingness to accept death before dishonor.
Hybrid unique sentient beings who were ripped away from their homes and forced as imperials to serve in the military; placed on high pedestals for their unmatched and unique abilities. Feeling different from the rest and having their positions threatened by rising rank soldiers; evident by Keith, Raian, Ornitier and Clyde.
'Forbidden love, power and envy. Yearning for a life never lived.'
Character arcs progress as the scenario and world events occur. For example, we have the event of the destruction of the village of Ecthar, home to Ectharians, Freyja, Ariya and Orinitier. While Ornitier was taken away from the village during the disaster, his connection to it and the aftermath would still have an affect on him.
Growing up within the empire and raised as an imperial soldier under the guise of a sorcerer blindly carrying out the actions of the emperor and as the empire's secret weapon. He has had his will and volition stripped from him.
Other soldiers of the empire take heed of this, with knowledge of him being an experiment and a sort of biological weapon for the empire to use to their advantage, claiming superiority to the other nations for this reason alone.
Their morals would come into action, and would see themselves questioning the empire and whether they themselves can stand to serve them any longer. Fighting so much and understanding exactly what it is they are fighting for and if it is worth it. Trying to find purpose, hope in a broken world.
The heavy emphasis on 'Dreams' is an allusion to the Chrono series. Where the narration leans on the borders of reality.
The story is presented from each character's perspective accompanied with narration for key world events that have undergone or will occur in the scenario.
[NARR_IMG]
Similar story telling to FINAL FANTASY VI, the story is told through dialog text, with elements of the story being heavily character focused, and world events are told from a narration perspective.
The story is also conveyed through CG cinematics. These cinematics allow events in the scenario to be told with more emphasis through the use of full 3D CG character models and voice acting.
Since the base game is primarily 2D, the characters are designed in small 2D pixel art, while charming in its right, also has its own limitations in character emotions in certain events where that level of depth far exceeds the capacity given.
It also allows the player to visually see every character in their full intended design from their concept arts.
A style and story telling inspired by FINAL FANTASY IV, FINAL FANTASY VI, FINAL FANTASY IX, BRAVE EXVIUS and Chrono Trigger, where the game implements both 3D cinematics assets alongside the base 2D pixel art style.
Choices made made the player do have an affect on the scenario in event's outcome, allowing the player to choose wisely in their initial decisions, and open up replayability in followup playthroughs to see the gist of all events through all possible choices; exploring the lore to its fullest capacity.
some
In 2011, Tri3fecta initially began in the music industry, releasing instrumental beats. This continued until 2015 where I would see it leave the music industry and slowly enter into the video games industry.
I also knew I wanted to create my own games, from a young age, it was something I aspired to. I had one particular scenario in mind for my first game and for a long time I was sure that this would be my first game. Facing Fate: Evil Mist Rebirth was a story that was heavily influenced rather than inspired by Final Fantasy IX.
At the time I started writing the story while I was still in high school. Due to this, the story was a bit immature to put into perspective, in a sense where the characters and their speech patterns/dialog would be almost too rebellious, teenage-esque, and this, this would translate for characters in that story that we're not even of that age range.
It was a story that was serious, a bit dark but didn't take itself and its world as seriously as it should, a lot of concepts were almost shoehorned in from left to right and it became very hard to follow as a result.
Around 2016-2018 I took a long hiatus from writing all together, and I hadn't written for Evil Mist Rebirth in a while. At that time, I was in between revising the story to make it a bit more consistent and mature as intended, but, because the story had grown so large in its original form, I felt it very difficult to do so. At the same time I was already engrossed in the world of modding; a lot of elements from Evil Mist Rebirth would appear in those hobby projects, but nothing of Evil Mist Rebirth would stick on its own.
Since my hiatus, I found it quite difficult for a period of time to really get back into writing and trying to find a style that suits myself. I knew I liked stories that were fantasy based (derived from my love of FINAL FANTASY) but also with elements of nonfiction, such as war-torn settings, post-apocalyptic universes and or wordls with massive conflicts.
Because of this struggle, I hadn't actually sat down and wrote a full fledged scenario for two years. Most of my side writing was for my hobby mod projects, from which I would dabble and experiment with many different types of writing styles and explore wild fantasies which consisted of crossover stories and isekais; a series of small and broad projects would be born. Facing Fate: The Zodiac Era, later renamed to Chrono Trigger: The Zodiac Era, part of a crossover series dubbed 'The Zodiac Trilogy' which consisted of crossing over elements/content of Final Fantasy and Chrono Trigger.
Its story was composed on the basis of exploring parts of Chrono Trigger's lore, mainly the lore of the Dimensional Vortex and Schala's ascension within the Dream Devourer and later the Time Devourer. Using these elements of time travel through many universes of Final Fantasy, where they would eventually connect back to a single source.
A lot of characters were introduced as well as some familiar faces from Final Fantasy such as Nyx Ulric, Rydia and Terra Branford. Most of the new characters were taken from Evil Mist Rebirth and where reiterated to fit within the standard characteristics of FInal Fantasy and Chrono trigger; they had their history, backgrounds and ambition, drives re-written to fit these project's lore, which would find itself split across a plethora of sub-series and spin-offs, Which included Final Fantasy IX: Ascension, Age of Omen and Presentiment Era.
These spin-offs main purpose was to facilitate the characters in their commune through time before their arrival to the settings and events that would occur in The Zodiac Era. However, due to having the lore becoming so ambitious, rushed and split across different smaller projects things inevitably became inconsistent and hard to follow. Along with other troubles of that development halting progression, it all became too much to bear, too much to juggle at once and the project series and Team Zodiac was discontinued in November 2020.
In 2021, I would find myself trying to find where I wanted to go in the direction of game development. I had always pictured my first real game created in 3D, and 2D never crossed my mind. During this time of pondering, I was off and on with a few remaining hobby projects that would come and go through the year, before I'd make the conscious effort to introduce yet another broad project in the same realm, Chrono Vendian.
This new project would shift away from the crossover style that I had with the defunct Zodiac Trilogy and focus solely on the Chrono series.
On the surface, Chrono Vendian was marketed as a pseudo 3D remake of Chrono Trigger, telling a new story in an alternate timeline before the fall of the Kingdom of Zeal, while focusing on the Vendian geographical period and emerging temporal oddities.
It would feature various gameplay features that would rework what was already given in the game that was being modded (at the time it was FInal Fantasy XII). and change it to be more akin to Chrono's battle system, utilize techs for abilities and re-working those elements into a less restrictive turn based style of combat.
Beneath the surface, however, Chrono Vendian would come with its own troubles and tribulations in its development. One of the things that was not known was that Chrono Vendian was nothing but an alias, a codename so to speak for its true content: a full Chrono Trigger Remake, and if that wasn't bold enough in itself, it was going to be completely remade using Final Fantasy XII with reworked gameplay features.
The reason for this alias was to redirect the possible attention from Square Enix to reduce its chances of being shut down, as seen with Chrono Resurrection after it gained much traction. Though as before with the Zodiac Trilogy, this project development would be rocky, as a lot of elements and tasks were not properly managed and almost rushed in too quickly causing the scope of the project to be completely overlooked and failed to meet expectations as desired. At this point, I was just about burnt out from modding altogether and was working on my last side project at the time, FF4: Ethereal, a small, more managed project where I would take my time with, while subtly managing the remnants of Chrono Vendian.
However, in September of 2021, days after my birthday, I would abandon both Chrono Vendian and all other hobby projects altogether. At this point, I was going through alot at the time, alot of troubles that beckoned as far back as 2020 and I was not ina good place mentally.
My hobby series and project(s) that I had worked on passionately had died, and I would find myself wanting to start fresh and focus on something completely new, where I could focus just on this one thing. This would soon bring me a sense of passion and happiness that I had not felt in years, it was something I needed at the time, and that one thing became Final Kismet.
Previously my projects would have their stories stem from already established lore, which I would then expand upon, Final Kismet would be completely written from the ground up, constructing its lore, characters and world.
Only a few elements from Evil Mist Rebirth would find its way into Final Kismet, characters that is, Derek (renamed Ornitier) Freya, Aaliyah, Steiner Reyes and Geraldine Baldesion.
I never expected my first game to be 2D, but because it was much easier and manageable for me to create in 2D, I figured, if this is the direction I'd take, I would pick an art style of 2D pixel art that I really liked. That style would be the psp releases of Final Fantasy 1, 2 and 4, and Final Fantasy Brave Exvius. I really loved the style and detail of this particular pixel art and once I had the game's art direction solidified, everything there after fell into place quite well.
That's not say I preferred it to be 2D. If I could remake it in 3D, I would without a doubt.
However, I knew that I wanted to include, to some degree, elements of 3D, so this came in the form of CG cinematics, where I could easily incorporate these in the game as movie assets, and have them implemented in a way to emphasize particular events and arcs in the scenario.
The idea of negating the character's special abilities (Overdrives) to CG was inspired by the CG limit bursts in Brave Exvius. Due to the asset uses, it was much easier to implement in game rather than full 3D game ready assets.
Final Kismet is powered by our in-house engine, Tri-Engine.
Along the way, I felt more and more connected when composing the scenario as it was the first time in a long time I had connected with my writing in such a way. Whenever I would feel puzzled in its composition, I would take some time off and revist retro games, particularly Final Fantasy IX, which was the first game I ever played growing up.
I would be inspired once again in my revisits and would place fun allusions and easter eggs to it throughout the scenario of Final Kismet. This would often occur with other games I grew up playing thereafter as well; those special moments I had with them, I would place a fun little allusion in Final Kismet.
My writing style has shaped over the years since Evil Mist Rebirth. Along the way, I have found myself enjoying the style and presentation of scenario writers/directors such as Hiroyuki Owaku, Hirotaka Ishikawa, Kazushige Nojima, Hironobu Sakaguchi and Masato Kato.
Final Kismet and creating games for the enjoyment of it is the reason I create. Sure other factors come along with it, but the only thing that matters to me is the game itself. With Final Kismet you get all you can get in one. I certainly took my sweet time with it. Making sure even one ounce and drop of content I wanted to have for it made it into the final release.
One thing that I really liked in the games I played before was that they were story driven, such as Final Fantasy and had a lot of content in the game itself without the need to opt in to micro transactions or DLC to get that extra detail related to the game. Pouring countless hours into games like FF9, FF4, FF10, FF6, Chrono Trigger/Cross etc. without the need to shell out any more money after the initial purchase of the game itself. These were packed with lore, content, balanced side optional content that made a journey from start to end fulfilling.
And with additions such as Final Kismet's new game plus feature, allows even more replayability.
Final Kismet names derive from my feelings at the time of starting development. It was my last chance at creating something of my own for the video games industry, similarly to Hironobu Sakaguchi in naming Final Fantasy.
Iexistto make games and write stories. I will forever be inspired by those who came before me.
some more
Overview
An immersive, story-driven RPG game using unique HD 2D pixel art graphics and 3D cinematic cutscenes to emphasize major events in the scenario.
Final Kismet™ is a middle-aged hybrid of a war-torn world and fantasy.
The player must fulfill the orders of the Empire, learn about their unheralded secrets, understand their misuse of the planet's natural sources through the abundance of their Mist towers across the northern continents and surrounding nations; learning about the Ectharian race and the planet's source of life—the Vitavis-Alacritas, and the malevolent force that threatens to destroy their world.
-WEBSINFO-
ABOUT THIS GAME
Enjoy the immersive, story-driven RPG told through charming pixel art graphics.
The Sancts created Eikons to fight as slaves to the gods. After the War concluded, the Sancts condemned Eikons to act as guardians of the planet. Centuries later, the Ectharians discovered the Eikons, who granted them the genetic power of magic after being drawn into them. Presently,
the Tochi Empire has installed Mist Towers to absorb the Mist and refine it for infusion in humans to enhance them, giving them the power of artificial magical properties.
Aside from the war-torn world, the secrets of the planet, the Vitavis have yet to be unveiled and the malevolent force that threatens to destroy their world.
Includes high-fidelity 3D cinematic cutscenes to emphasize major events in the scenario.
KEY FEATURES:
・A traditional, classic turn-based battle system.
・Explore and utilize the Dream Rift, the central character development system. Consisting of various nodes and features to grow an individual player character's physical and recessive attributes.
・Overdrive
Accumulates your Overdrive gauge over time. When charged, characters can execute uniquely powerful abilities!
・Dive into the world of the game with supplemental extras such as galleries and New Game Plus.
SYSTEM REQUIREMENTS
MINIMUM:
OS: Windows 8.1 64-bit / Windows 10 64-bit (ver.1909 and above)
Processor: AMD A8-7600 / Intel® Core™ i3-2105
Memory: 4 GB RAM
Graphics: AMD Radeon™ R7 Graphics / Intel® HD Graphics 3000
Storage: 27 GB available space
~8 screenshots consisting of:
In battle
On the field
~4 screenshots consisting of:
Cinematics
~4 screenshots consisting of:
Overdrives
More screenshots/extras on website.
i made some useless audio
and just how
i've already written a note months ago thats never changed not even now. it is as it is.
If there's anyone who should be thanking for keeping me alive for as long as I have been it'sRyan. If should ever die before my wake; should I have anything of value? Well clearly there's only one name in this note who to grant it to. That's his.
he genuinely made me smile, happy. made me felt understood about my decisions. I just
I'm not saying I have anything of value, cause lets' face it I would never.
Discriminated against and worthless. just keeps getting better.
no there was nothing you "could've" done.
do cry over my grave because there wont be one.
don't touch my body or do anything. let it rot or burn it ash if you must.
i no longer exist so move on.
its already getting late, better do this now before i end up postponing it again or whatever. if it does ill just keep cutting until im worn down to