It’s been a while but here, we go with a small but melodic update!
Arcande Divine Piano, aka, A.D.P. has been hard at work preparing the instrumental songs for the Hoshi Agari Soundtrack. Here is a small medley that includes three songs in the following order:
a) 永遠 (Eternity), instrumental OP theme for Hoshi Agari.
b) Smooth Swing
c) Anomalous Crystalline Dream
We hope you’ll enjoy these tunes and of course the rest of the soundtrack! Coming up next will be some teaser samples of the vocals songs written exclusively for Hoshi Agari by doujin circle harmonicblend!!! Stay tuned!
Words fail me to express the relief that image means after almost a month in the limbo that Steam Greenlight is! Of course, a lot of people may have no idea since the site was abandoned for a couple of years before been taking back to life but in the middle I worked in localization of Japanese doujin games and our release line was caught in the middle of the implementation of Steam Greenlight. We were there, we saw first hand what happened. It wasn’t pretty!
Anyway, considering the rather vacuous and strange future ahead, better to make do with the devil we know. Without further ado!
Yume no Sono has been Greenlit!!!!!!!! THANK YOU EVERYONE!!!
Hopefully that means everything will be smooth for our titular cuties Iris and Reika, the dream explorers, once we prepare for release. Huge thanks to bonkiru for this cute piece made for everyone. We face so many hardships daily so I hope that eventually we can stand our ground.
On behalf of us, the souls of Primum Soft, we thank again everyone (and you!) for your support in this process and we look forward to see you all on release! (And on the release of our future projects too.)
Hey there everyone, this is AlphaProspector presenting an article I’ve been meaning to write for months but I never had the time to flesh out in full. However, it is now a good opportunity to get the gears moving so I’ll obviously push things forward and post this.
Sound design is key for us. With an audiophile artist, a professional musician and a depressed writer in need of music and sound to fuel writing who works as an audio and TV editor, this was bound to happen.
Hopefully, all our projects will have a distinctive sound design and musical identity because sometimes (or more often than not!) half the fun relies on the audio experience that accompanies the other key components.
Enough with the strange and needlessly inaccessible words, let’s go into the details.
At long last we’ll provide some full samples of the diverse music and ambience of Yume no Sono, a small glimpse into these strange worlds.
There already exists a trailer for the prologue, which can be viewed here:
You’ve probably also already heard bits of ONEIROSCOPY ~Sumaq Musquy~ (the official OP song of Yume no Sono, featured in its teaser trailer):
And of 夢園 (Muen) featured in the character promotional video, both performed by our comrades of circle harmonicblend, which we hope to keep working with in future projects!
Now, let’s get into the tunes that will be echoing through the tale as the adventures of Iris and Reika unfold. The visual novel picks up in part from the moody origins of the prologue but soon begins building its own epic through songs like 夢の園よこそ！(translated as «Welcome to the Garden of Dreams»), which is indeed a welcome, arms wide open to everyone.
It’s complemented by the small introduction viewed in the character promotional video, 声の音 (Sound of the voice), which is a small ambient droning meant to accompany the «Voice of the Garden», a representation of a sentient Sumaq Urqu bidding welcome to the dreams.
As the prologue video shows, however, the ambiences shift, change and so we get melodic and more intricate synth passages, courtesy of Arcande Divine Piano (A.D.P.), where you can hear the Iridescent Flow as the Electric Girl desperately tries to find the Majestic Clock Tower.
Things can also nightmarish as we experiment with voicework(thanks a lot for the great work of Ice Queen in this tune!) as reflected in the ominous and tense ambiences of Full Shift, one of the less happier tunes of the bunch and part of the more abstract soundscapes that pervade dream sequences, portraying that things do go wrong when the madness is too strong and begans corroding worlds until it completly changes them.
There also ambiences meant to fool into tranquility, a Peaceful Respite of sorts, perhaps even causing a state of drowsiness but then, with the use of low pulsating frequencies akin to binaural beats, things can get… stranger, especially when you are witnessing a Melting World.
All in all, backgrounds, character and CG art, sound effects, music, we are aiming for all these elements to help us weave a very compelling, unique, different setup. It’s definitely not an easy task. We have a smaller project lined up, which has already been soft announced and talk about a bit (it’s called Hoshi Agari) and it’s interesting to notice the sound and musical design there is quite different. You’ll see (or, well, listen!) soon enough!
Yume no Sono is currently submitted on Steam Greenlight and awaiting approval, so you can visit this link to vote for the game. Every bit counts, it all helps on our way to finish and put our projects on sale at long last so on behalf of everyone who has and is working on this and our future projects, thank you very much in advance!
Well, exactly a month since the last post, here we go with some extra news.
Yume no Sono Steam Greenlight entry has gone up for voting. You can click at the image down here to enter the Steam page and support!
All votes and word of mouth are greatly welcomed and we hope to be able to release this project in particular later in 2017.
It’s going to be a VERY busy year in fact. We have a shorter project (Hoshi Agari) still in preparation. We already posted a teaser announcement last year and a progress report but things have changed a bit since then, hopefully for the better!
Thanks again everyone for your attention and we’ll continue working to finally deliver this and many other works!
Special thanks to Hiro-san for providing the Japanese translation of the entry and for bonkiru and A.D.P. for their hasty support and beliving this is possible. Well, thanks to so many people I would spend half the entry listing them!
An entry before even a week went by!? Sure that’s an anomaly for us but putting some order and discipline will help easing and swifting the development process and because it’s about time we start writing development memories and ramping up the promotion of our work. We’ve been facing way too many hurdles and difficulties in recent months so that’s why it has been impossible to do nothing but a soft announcement for this one, despite being much shorter and less complex than Yume no Sono.
However, main and sub character cards may be ready soon for release, so we hope you can slowly get to know the main cast and some of the peculiar side characters that will accompany them in this little weird story.
The current status of Hoshi Agari script-wise is roughly 80% of scompletion. Two of the three main acts are finished with the last one half past done and the prologue-epilogue nearly out of draft. As I’m approaching the final wrap up, editing has already commenced. 10% of it has been revised. Later on we may have to request the aid of a second editor to polish up the text and dialogue a bit further.
Sprites of all the main and sub characters are complete. Only two minor things remain so that’s a 95-96% done on the sprite side. This is technically done really. Through this process we also got the logo done after a fortunate and fortuitous event so I couldn’t be happier.
This is where it gets ugly with roughly 20% of the required BGs finished. Not much we can do when in fact we’re using the services of two artists (for interior and exterior designs) and it takes time to get these done. Results of the already finished one are very nice though and it’s a refreshing feel to see such colorful and nice settings straying a bit from the norm. (And we’re straying from the norm when the main character isn’t a human but a cute little otherworldly being.)
And here it gets even uglier. 7.5% of them are done. It’s an uphill battle here since CGs are just as bad as BGs in terms of time required to produce them. To alleviate this we devised an interesting solution employed by anime as well but even with that it still takes a lot of time. We are hoping all the experience of this will help making the final production of Yume no Sono’s first arc much swifter. Unlike BGs, here it’s bonkiru on his own manning the main cannon and he’s only one. Ecce homo. (Personal addendum: I’m not comfortable with disparate CG style like I see in many VNs, maybe it’s some stupid autheur thing of mine but put too many hands on key areas and things get diluted… although in reality there is also the issue that bringing more people means spending even more and we haven’t precisely started selling anything either, things are already tight as is).
Lesson learned too. Less extravagant main character design to facilitate CG making…
A basic test GUI is in place. Not as pretty as a full one but until some BG and more CG art is done maybe it’s better if we don’t approach this just yet. Thus the initial release model is being done by yours truly at first but then we may bring in some further technical help to speed up the text addition process. You just don’t sit alone to fit 100,000 words… Alright, alright, you can actually do that. I did it before. Status is «help me, because I can’t hold all this text»%.
A.D.P. (aka, Arcane Divine Piano) has already created several test songs, from which we’ve already picked 4-5 that fit the mood of the game and he’ll start ramping up composition before the month ends. The planned soundtrack for Hoshi Agari contemplates at least one vocal OP (in which we will most certainly get in touch with the great Trass and his music circle harmonicblend) and between 12-14 songs. Most probably an hour of original tunes. We definitely hope you’ll enjoy these and plans for a proper OST release are in the process too. Thus, status is around 40-45% of completion.
I believe that the game development curve is weird like that, where you have the slow start, a bump of assets and then a defribilator no-pulse/waiting line until suddenly pulse goes up non stop towards release.
Alright, that’s enough deviation from writing and work there. Please stay tuned for more info later on!
This is it. Welcome to a new year. I’m already exhausted. We are all exhausted really as I’m not the only one working non stop. The objective is to at least release the first arc of Yume no Sono (called Song of the Red-Bellied Thrush Echoing in the Night, it’s right there in the logo by the way) this year to live up to its 2017 premise, a year of change.
However, prior to that we would like to release a smaller project that could give us a much needed economic breather, that project being Hoshi Agari, for which we’ll provide more details hopefully very soon.
A lot has been going on the background but sadly not enough to be showing it around just yet. It’s a pain in the rear, yeah, but we want to provide the best we can. Easier said than done of course as we’re always facing hardships of all kinds.
Ours is not a life without worries. A lot happens and sometimes we cannot even help it.
About time we updated the front here too. Shame we couldn’t put any new year celebration or anything. Maybe something later. Right now we’re too busy working!
The character PV for Yume no Sono was released during Otakon 2016 during Sekai Project industry panel and was also displayed during Summer Comiket courtesy of circle A.R.M. (thank you SO MUCH, ell-san!)
Here is the video:
I hope you enjoy it, it’s the culmination of months of work and with that out I’m working hard to get the alpha demo out, which by the way will be both in English and Japanese.
A Spanish version may come later down the line but I’m still deciding what tone the translation should have.
Continuing with the updates, we are also working on a much smaller project that will be a spin off of Yume no Sono, set in the same main world and featuring a completely brand-new set of lovely characters. We are happy about it so I’m hoping you’ll all enjoy it too once it’s really announced.
There will be cute fairies of course.
The idea for this project is to be released quite soon, perhaps by the opening of 2017 to help us sustain the much heavier load of YnS, hence the focused scope.
Finally! The main page for Yume no Sono (the visual novel) is finally up! Main character cards and the main antagonist are introduced there, as well as a very short brief of the story so far, combining both the prologue and the VN, which picks things up and goes full dreamception.
In the next couple of days I’ll drop a nice update I’ve been working on for a while. There is also an important update regarding PrimumSoft itself. Let’s say it’ll no longer be a one-man army. Soon it’s becoming an army of two!
Timeskip works in wonderful ways. Time just ate march away and is doing the same thing with April. The difference is that now I did actually move a bit and updated a lot of placed that had 7 years of dust on.
Slowly moving on to release some stuff and getting it ready to print. I’ve finally broke the ice and began building the page (simple, obviously terrible) for Yume No Sono (the VN) here and I’m hoping I can put up something more presentable once Sekai Project sorts out their own website. This will have to do in the meantime. I don’t even have enough CGs to showcase anyway so I’ll focus on the main cast, world description and that’s it. Should be done in the coming days. (But I will not hold my breath, schedules are for the strong minded, waiting is for the strongest.)
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