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Good Old Pixel Currently developing Tears of Magic

Join the community: http://discord.gg/NXEQKxZ

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21/12/2023

19/12/2023

Tears of Magic - Danger Zone

The music changes as you approach enemies, to help build excitement for the upcoming battle, or give you an opportunity to retreat. What do you think?

13/11/2023

Tears of Magic - Monsters

We populated the forest with the monster encounters, so now you can see Slugoo, Thorneyes, and Berry Squad members wandering around. Encounters are turned off, since we are still working in some mechanics. Is it lively enough?

05/10/2023

Tears of Magic - Main Theme

Thank all our patrons for supporting us, and allowing Yoshino Aoki (from 3 and 4) to compose this amazing theme song for Tears of Magic! What do you think about it?

26/09/2023

Tears of Magic - Behind the scenes

Some sprites have to be buried halfway into the ground for their shadow to work properly. It is needed for characters which are supposed to be flat in the ground, because they are actually vertical billboards. Cool, right?

And that's why most companies abandoned the 2.5D style, or use tricks like fake shadows, or fixing the camera and light source. Since we decided to have free camera movement and allow light from any direction, we have to go that extra kilometre to look tridimensional.

24/08/2023

Tears of Magic - Environmental Effects

We have added some god rays and falling leaves to make the environment more attractive. How do you think it looks?

28/06/2023

Tears of Magic - A Walk In The Sweetwood Forest

We have added a few improvements to the Sweetwood Forest, like water plants, foliage movement for trees and bushes, and the music variant for the deep part of the forest. The video is a bit longer so you can enjoy the music created by Travis Moberg (still work in progress, but in the direction we want). We will now work to populate the forest with critters and monsters. What do you think?

Thanks to our patrons, we are working with Yoshino Aoki (from   3 & 4) to compose the main theme of Tears of Magic! The ...
27/06/2023

Thanks to our patrons, we are working with Yoshino Aoki (from 3 & 4) to compose the main theme of Tears of Magic! The song will be part of the public demo on Steam, which we are working to finish before the Kickstarter campaign. Thank you for supporting us!

If you also want to support the development of Tears of Magic, consider becoming a patron. Not only you get access to work in progress and exclusive channels on our Discord Server, but you also contribute to improve the overall quality of the game!

Tears of Magic - Turn-Based CombatThe party can have up to four active characters, plus one assistant (passive). Each tu...
24/06/2023

Tears of Magic - Turn-Based Combat

The party can have up to four active characters, plus one assistant (passive). Each turn flows as follows:

1. Opponents decide their actions, and if they choose to cast a signature skill, you will see a red circle under the targets.

2. Player selects actions for active characters, in any order.

3. The team with initiative attacks first, followed by all attacks from the opponent team.

4. Assistant performs its autonomous command.

5. Repeat from step 1 until one of the teams is defeated.

When two characters attack the same targets, their strikes might be combined into a Tag Attack. The skill name will glow when it can be combined, and the resulting strike is stronger than both attacks combined, with possible added effects.

There is a special type of combat for duels, where the player and opponents alternate initiative each turn. In practice, that causes each team to act twice in a row, allowing for more depth in tactics.

In the next few weeks, we will be showing combat in videos, and it will be in the demo for testing.

Tears of Magic - CookingFood in Tears of Magic controls your recovery of health and mana after battles, as well as some ...
22/06/2023

Tears of Magic - Cooking

Food in Tears of Magic controls your recovery of health and mana after battles, as well as some non-combative effects, like increased experience points or extra drop rate. Characters also gain increased affinity if they are eating their favorite food (it works like an equipment).

Each ingredient has different tiers of quality, and once you unlock an ingredient, you can use as much as you want with the highest tier available. Cooking ingredients can be purchased on stores, looted from monsters and treasures, or gained as rewards from quests and minigames like fishing.

17/06/2023

Tears of Magic - Area Transition

When exploring new areas, several details might change, like lighting, music, sound effects, among other things. We are also thinking of popping up the sub area name, then moving it to the minimap, right below the map name. What do you think?

16/06/2023

Tears of Magic - Water Reflection

Oops! We forgot to make the water get distorted by water waves in the last video. It is now fixed. Does it look better?

15/06/2023

Tears of Magic - Water Reflection

We decided to add some reflection to our water, to make the forest more vibrant. It will look really cool when fishing. What do you think?

Tears of Magic - MinimapWe added a minimap so players do not get lost during exploration. There is also a bigger version...
13/06/2023

Tears of Magic - Minimap

We added a minimap so players do not get lost during exploration. There is also a bigger version of the map, stylized like a physical map. What do you think?

Tears of Magic - Sweetwood ForestWe are working hard on the demo. We have mapped a forest, and are currently working on ...
26/05/2023

Tears of Magic - Sweetwood Forest

We are working hard on the demo. We have mapped a forest, and are currently working on original music, as well as adjusting the audio. Next we will be focusing on monsters, battle, and fishing. Would you like to take a stroll in this forest?

Happy mother's day!
14/05/2023

Happy mother's day!

21/04/2023

Official Post from Good Old Pixel

Tears of Magic - UpdateWe continue to add more props to further polish the looks of Tears of Magic. Here is a comparison...
15/03/2023

Tears of Magic - Update

We continue to add more props to further polish the looks of Tears of Magic. Here is a comparison of before and after of one of the inns. Would you like to stay the night?

Yggi and Ershin, from Tears of Magic and Breath of Fire, by RaphzShow your appreciation to the artist by following him a...
11/02/2023

Yggi and Ershin, from Tears of Magic and Breath of Fire, by Raphz

Show your appreciation to the artist by following him at:
twitter.com/RAteiler
deviantart.com/rhapzjpc

Tears of Magic - MarinaAunt of Eris, and sister of Dylan. After her brother's wife passed away, she acted like a mother ...
07/02/2023

Tears of Magic - Marina

Aunt of Eris, and sister of Dylan. After her brother's wife passed away, she acted like a mother figure to our fish girl. She is also the first officer of Dylan's crew, and the one to make sure their merchant business sails smoothly. Ahoy?

Benji, from Tears of Magic, in the astonishing style of Undetermined Geek.  Make sure to show appreciation by following ...
18/11/2022

Benji, from Tears of Magic, in the astonishing style of Undetermined Geek. Make sure to show appreciation by following the artist in the links below.

https://twitter.com/undeterminedgk

Benji, Basir and Violet, from Tears of Magic, in the amazing style of Stuff by Steph. Make sure to show appreciation by ...
16/11/2022

Benji, Basir and Violet, from Tears of Magic, in the amazing style of Stuff by Steph. Make sure to show appreciation by following the artist!

Our artist said she would rest today, then she did this fire pot ant. 😅
07/11/2022

Our artist said she would rest today, then she did this fire pot ant. 😅

05/11/2022

As we discussed earlier, we will take a one week break until Sunday, to recharge our batteries before going full-time on development (we have been developing on our resting time for a while). We will then start with the character customization system.

04/11/2022

Kickstarter Campaign Review

Hi, Pixel Family!

Now that the campaign is over, we can make a summary of everything that happened, what worked well and what didn't work, and discuss the channels we will use to communicate from now on.

First, we want to thank every single one of you for your donations and your enthusiasm spreading the word about us. Many may think that reaching just 60k dollars is a failure, since the goal was 90k, but considering we are at early stages of development and we don't have the fame or connections to increase our reach, we have to admit it was a pretty impressive result. Next year, with a fully playable demo, all mechanics described here implemented, and starting with the support of all of you, results will be much better! That makes us very excited about what will come, and we will make our best to exceed all your expectations on the relaunch.

As positives of this campaign, we increased our Twitter followers by ~48%, our Discord server grew ~85%, our support from Patreon increased ~1100% (which will allow us to go full-time despite not reaching the goal on Kickstarter), and we now got our presence known by the media and influencers. Looking strictly to these results, we can see a very bright future for Tears of Magic.

For what we need to improve for next campaign, there are a series of things. First, our promo art, including the splash art and other visual banners, should all be improved to show more of the pixel art and game footage. The general non-pixel art should also be improved, including portraits from characters, and we will work with the community to define the best style for the game.

Another thing that needs to be improved is to show more footage and content and have a demo available on Steam from the first day of relaunch. The idea is to talk less and show more, and to include gifs with game footage to describe the mechanics of Tears of Magic. The trailer should also be improved to show more footage of the game, and earlier on the video. If support from Patreon allows, we will also have the theme song by Yoshino Aoki, which can be used on the trailer, as well as other music for the demo.

We also need to update some of the oldest assets, like sprites for running cycle, adding wind movement to trees and bushes, improve the appearance of water with gerstner waves and possibly fast fourier transforms, among many other small graphical improvements.

Another common complaint was about port to consoles and physical rewards (which were an addon in this campaign). For the next campaign, we will include port to consoles in the main goal and make physical rewards standard for the higher tier pledges. The goal shouldn't be much different from now, because we will reduce how much we need to go full-time (maybe zero depending on support from Patreon at the time) but increase by a similar amount for game ports (includes costs like licenses, devkits and other associated costs).

We hope you are all with us on our Twitter and Discord to see those changes being updated incrementally.

About statistics, we reached 1094 backers and a total of 61917 euros (60712 US dollars), or around 67% of the initial goal. From this total, over 23% came from Kickstarter sources (search, discovery, reminders etc.), 13% from Google, 12% from direct links, 12% from Twitter, 10% from Youtube, and the rest from several other sources. We got only 2% from Facebook and 1% from Reddit, which means we must invest more time gaining visibility in those platforms.

About pledges, the least donations came from the enthusiast tier (10 euros cost, 1% of total) and the avatar tier (500 euros cost, 5% of total), while the most donations came from collector tier (100 euros cost, 24% of total) and player tier (25 euros, 23% of total). This information will be used to adjust tiers for next campaign, probably scrapping completely the enthusiast tier and adding physical rewards starting from avatar tier (limited edition of physical copy).

Finally, backers came mostly from United States (56%), Canada (7%), United Kingdom (6%), Germany (5%), followed by France, Australia, Brazil, Sweden, Spain and Austria. The two cities with more than 10 backers were Seattle (USA) and Melbourne (Australia). This means we have potential to grow in some regions by localizing the next campaign to languages like Portuguese, French, German, Spanish and Japanese.

Anyway, it was a big honor to have all of you here, and we will come back even stronger. We will soon create a new pre-launch page so you can all follow, and we will still use this place for major updates. If you want to see regular minor updates and give direct feedback to the development, please, join us on Discord and follow us on Twitter. Also, make sure to support us on Patreon if you didn't do it yet, as that will allow us to start paying the composers (including Yoshino Aoki), and maybe even hire some extra hands to reduce the load on our artist. See you soon!

Kind regards,

Good Old Pixel Team

Tears of Magic - Frequently Asked Questions1. Is this game close enough to Breath of Fire to become a legal issue?No, th...
18/10/2022

Tears of Magic - Frequently Asked Questions

1. Is this game close enough to Breath of Fire to become a legal issue?

No, there will be no problem with that. Capcom owns the Intellectual Property (IP) of Breath of Fire, which includes the character specific designs, lore of the world and some textual content, like key words, catch phrases, the name of the game and so on. However, they don't have ownership over animal-based races, or over characters that can transform into dragons, which are the main similarities to Tears of Magic. Blue haired protagonists are also not copyrighted and are also common in many titles; Legend of Legaia, Dragon Quest, and Wild Arms, and many others.

2. What are the main differences between Tears of Magic and Breath of Fire?

The protagonist of Tears of Magic is not silent. Instead, there is a personality system built around Kaiser that affects cutscenes and dialogue choices. You can also customize the gender of Kaiser, skin color, hair color, and the outfit, allowing you to role play the game and be the writer of your own story instead of just reading someone's else story from a book.

Another key difference is the lore of the game, which has no connection to that of Breath of Fire. For example, the Quickfeet Clan is composed of feline races, but they are not Worens. The Quickfeet have their own culture and history, and even their appearance is noticeably different from the feline race of Breath of Fire 1, 2, 3, 4, 5 and 6.

There are also several differences in core mechanics, including the affinity system, relationships, how dragon transformation works, skill growth, crafting, tag attacks, danger sense, geo effects and the battle assistant. Tears of Magic has multiple layers of customization for battle parameters, which is in line with our core dynamic of role play, allowing you to be the hero you want to be.

Our game also uses high-definition pixel art, with dynamic lighting and a perspective camera, which makes it highly unlikely for someone to mistake the graphics of one game for another.

3. What are the main similarities between Tears of Magic and Breath of Fire?

Both settings have a world with anthropomorphic races inspired by animals, and both settings have a dragon protagonist.

Minor similarities include fishing mini-games, the possibility to learn skills from mentors (called masters in Breath of Fire), and the ability to learn skills from opponents with the protagonist. However, skills learnt from mentors and opponents in Tears of Magic have an evolution path, unlike Breath of Fire where they are immutable.

You can also see some similarity between the tag attack system from Tears of Magic and the combo system from Breath of Fire IV, but tag attacks work more like Unite Magic from Suikoden or dual techs from Chrono Trigger. The dragon system also has some similarity to the dragon genes from Breath of Fire III, but in Tears of Magic you get new forms and traits by socializing with party members and increasing affinity to them.

4. Isn't it too early to release this Kickstarter?

We just finished the concept stage recently and entered development stage. The goal of this Kickstarter is to allow us to go full time on development (we currently develop on our free time), to fund the composers, and to hopefully hire new members to increase the overall quality of the game and reduce our workload. We could wait more six months to have more content to show, but that would also delay the release of the game by at least the same amount of time.

5. What happens if the Kickstarter does not succeed? Will all our dreams get crushed?

We believe Kickstarter will be a success, but if we fail to reach our goal, development will proceed as it has been before the campaign. We got some increase on our Patreon that will allow us to keep going for a bit, and after six months or so, we would restart the campaign with more content and more visibility. There are also other options, like working with a publisher or getting alternative fundings to pay for music.

6. How does dragon transformation work in Tears of Magic?

The dragon transformation system has the following components:

- There are multiple forms. Nine of them are based on traits of your allies, unlocked after you get certain affinity with them; and four other forms based on Kaiser, unlocked with story progression.

- Each form can be customized with three traits, which is based on the magic of your allies. You can unlock traits by having those allies as members of your party, or by having high affinity while they are not in your party.

- One of those traits define the initial skill your dragon will use when transforming, like a breath of fire, taunt, AoE heal or a de-buff, for example. The other traits define the characteristics of the dragon, like his attribute bonuses or passive skills.

- Each form has some pre-defined skills to use in battle, as well as some extra skills based on the selected traits.

- To promote more transformations, you get a free cast of a skill when transforming, so your turn is not lost. After that, the transformation drains some of your mana, as well as a tiny bit from your allies, every round. The transformation ends after your mana runs out, when Kaiser gets knocked out, or when if you decided to use the skill to return manually.

7. How is the turn-based system of Tears of Magic?

Each turn of the combat flows as follows:

- First, opponents will define their actions internally and change battle animation accordingly. If they are planning to cast a signature skill in this round, you will see a red circle under the targets (danger sense), so you can react accordingly.

- Then, you can define the actions of each of your characters, in any order. Each character with selected action will change animation to show they are ready to attack.

- To create a tag attack, you just need to perform the two actions that can be combined in sequence. After selecting the first action with a character, you will see the skills that can be combined with a visual indicator in the list.

- After you select your actions, then the commands will be executed based on the order you chose. Opponents act first if they surprised the party, otherwise you will always have the initiative.

- After both party and opponents acted, then the assistant will perform its autonomous command, like healing an ally or de-buffing an opponent.

8. How does crafting work?

Instead of changing weapon and armor directly like traditional RPGs, you instead upgrade your equipment with new components. Components include the material, three runes and a monster core.

- There are different materials for each tier, and they suit different roles in battle. For example, you can use a sturdier material on your armor, to increase defense and the likelihood of a character to be targeted. Another option is to use a lighter material to increase speed, allowing you to cause more critical hits or deflect enemy attacks. Some material might be resistant to an element, while other materials could bring some penalty in exchange of a higher benefit.

- Runes are magic effects that can be added to a weapon or armor. They usually give minor effects, but when combined in the right order, they become enchantments, granting effects like life steal, chain lightning on hit, guardian angel, thorns, among many other. It works in a way similar to runewords from Diablo. Keep in mind that runes have different tiers, and they also can drop in imperfect condition (without maximum statistics).

- Monster cores are usually dropped from strong foes, like bosses, and give a unique effect that represents the essence of that opponent. For example, you could get a monster core with the essence of poison, that when equipped to your armor, allows you to gain a strong buff when you are poisoned, and apply poison by the start of the combat. Another monster core could cause your attacks to cause an AoE explosion, but make you take a minor part of the damage from those attacks. By design, monster cores should change how a character is played instead of just adding an extra bonus.

- The name of your weapon and armor will be based on the components. For example, Dylan could have the "Titanium Vampire Anchor of the Forest King". The first part is the material, followed by the enchantment (combination of runes), then the equipment name, and then the monster core.

9. What about minigames? How does fishing work? Will there be cooking or township?

Yes, there will be fishing, cooking and township.

- Fishing works similar to Breath of Fire 3 or Stardew Valley, in which you need to keep the fish inside a moveable bar in order to capture it. However, there will be an added mechanic for fish energy and line tension, in which the bar reduces in size as you reel in (holding action button with the fish inside the bar). If you hold reel button while the fish is out of the bar, then the line tension will increase, and it will break if it reaches maximum. You need to release the button for a moment for the bar to return to normal size, and to reduce tension on the line.

- Cooking works by combining ingredients into food. The food can then be equipped to characters individually to increase some non-combat statistics, like health or mana healed after each battle, experience bonus, and even combat affinity if it has their favorite ingredient (like meat for Benji). Some rare ingredients allow food to have effects on battle statistics, like a specific buff at the start of combat, or resistance to some element. There are three tiers for each ingredient, and they affect the final tier of the food, increasing the bonuses. You can only get tier three seafood by fishing it yourself, for example.

- Township works similar to Suikoden games, except that you cannot have everyone invited to your town. You will have slots for specific roles / tasks in the town, and different options for each of those slots. For example, you can either bring fishermen to solve the food problem of your town or use the slot for farmers. That will change an area of the town and NPCs you can interact, as well as extra bonuses like access to different ingredients for cooking. The same logic applies for the store, which can be a blacksmith or an alchemist. The inn can be owned by NPCs of different clans, and that affects the inner architecture of the tavern. You can also bring the arena minigame to your town!

13/10/2022

is 38% funded!

We worked today on title and pause screens. The idea is to have no transition when you press "Continue" from title screen or "Resume" from pause screen. As soon as you press those buttons, you get immediately re-immersed in the adventure.

Tomorrow, we will work on step sounds, step dust when running on different surfaces, and basic options like increase volume of music, sound effects or voice over. Meanwhile, our artist is working tirelessly on battle animations, which is one of the goals of the prototype.

01/09/2022

Official Post from Good Old Pixel

31/07/2022

Official Post from Good Old Pixel

18/07/2022

Fantasy RPG where you play as a dragon in a beautiful pixel art 2.5D world with rich story, colorful characters and fluid mechanics.

16/07/2022

Official Post from Good Old Pixel

20/06/2022

Official Post from Good Old Pixel

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