#Elsanna Videogame
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Twisted Hearts - Release
With many thanks and praise to @patronustrip for the title art.
> DOWNLOAD <
OLD v1.0
Instructions to install (More in README.txt in the zip file):
1. Right click and unzip
2. Run “Twisted Hearts.exe”. Choose the location you would like to extract to.
3. Open the game folder.
4. Run Game.exe
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Synopsis:
On a trip far away, Elsa unexpectedly goes missing without a word. Anna bravely sets off to find her sister, but the journey ahead is filled with danger and mystery. Nonetheless, Anna is determined, spurred on by a love she has not yet understood.
Set after Frozen (2013), does not involve Frozen II (2019).
Rating: Teen and above
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DO NOT RUN ANY BACKGROUND PROGRAMS WHILE PLAYING
Requirements:
CPU: Dual core, 1.8GHz minimum.
OS: Windows XP and above.
Storage: 500MB
RAM: 500MB minimum.
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Creator’s notes:
15th Jan 2015 - - - 6th Jan 2019
It is finally here, and I cannot describe how excited, nervous and exhausted I am. Apologies for the delay in launch, a fatal error plagued the game in its final hours. I am excited to hear all your thoughts and criticisms, relieved to finally share this with you, proud to have reached this far, nervous about disappointing your expectations, and overall exhausted trying to pull it all together.
I think above all, I am very much nervous about how this will be received. The game is far from perfect, bursting at the seams with distracting side elements and half-realized set pieces. But I hope, as a proof of concept, it will light the way for the future, hopefully.
You can send all feedback to my tumblr, or email to [email protected]
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Twisted Hearts is a derivative work based on Disney’s Frozen (2013). All use, mention and reference to intellectual property is under Fair Use exemption 17 U.S.C. § 107. Twisted Hearts is freeware, and non-commercial. Additionally, the production and release of Twisted Hearts is performed outside of the United States of America.
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It is finished
Development for the ‘Elsanna Videogame’, now renamed to ‘Twisted Hearts’, has officially finished. Although there is quite a number of loose ends, I have decided to finish it here because it was rapidly growing out of control and becoming bloated.
This year alone, I’ve spent 220 hours working on this project. Using that to estimate the hours worked during 2015 - 2017, I would gauge the total hours worked to be closer to 1000 hours.
The release date is: 5th of January, 2020
I will be doing some ‘promotional’ stuff leading up to that date. But in the meantime, it’s just putting the finishing touches and making sure it runs as expected.
I would like to thank all the people who have supported this project, and those who have waited patiently for this day. Also many thanks to all those who have given valuable feedback throughout the development, it has been incredibly insightful and motivating. It’s a long time since this idea started in 2015, and it’s nice to finally reach this stage.
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Twisted Hearts - v1.1 release
> DOWNLOAD <
Instructions to install (More in README.txt in the zip file):
1. Right click and unzip
2. Run “Twisted Hearts.exe”. Choose the location you would like to extract to.
3. Open the game folder.
4. Run Game.exe
More on info on the game in general here
Info on playing the new version with a save from the previous
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Change log:
1. Tower quest fixed and compressed.
2. Augustine quest fixed.
3. Fixed various teleport/transfer bugs, including exiting the Ice Palace.
4. Lute & AWP have been rebalanced, and their associated quests fixed.
5. Added a last stop shop before entering the Imperial castle.
6. Fixed various dialogue bugs and errors.
7. Removed unused assets.
8. Monster battler graphics updated.
9. Paladin, Spellblade and Gifted classes have been rebalanced.
10. Apothecary class has been buffed.
and a whole other stuff I forgot.
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This release addresses a lot of the issues players experienced in the original release while tweaking the overall experience to your feedback. Thank you for you patience!
You can send all feedback to my tumblr, or email to [email protected]
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Twisted Hearts is a derivative work based on Disney’s Frozen (2013). All use, mention and reference to intellectual property is under Fair Use exemption 17 U.S.C. § 107. Twisted Hearts is freeware, and non-commercial. Additionally, the production and release of Twisted Hearts is performed outside of the United States of America.
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Twisted Hearts - 4 days to release
FAQ
This is a scheduled post, if it posts correctly I should be mid-air on my way home. Also, Happy New Year!
What is Twisted Hearts?
Twisted Hearts is a proof-of-concept interactive derivative work. Simply put, it’s another form of fan-work, taking the established form of fanfiction and using it in game form. It’s got the angst and fluff but with emphasis on action and adventure while giving the player interactivity and some control on the story. An interactive fanfic!
Proof of concept??
Yes, to test the waters so to speak, I experimented with the medium as well with your responses, to gauge the viability of such an idea. That doesn’t mean it’s not a functional game, but that first and foremost it’s a proof of concept. A demonstration, that if successful, opens the way for more of its kind.
What do I, as a player, need?
You will need a Windows OS computer, with 500MB of space, a CPU capable of at least 1.8GHz, and at least of 500MB of RAM.
What’s in the story?
I aimed to combine the essence of beloved fanfiction with the expansive storytelling of RPG games. So expect fluff, angst, romance, useless lore, convulated plot, haphazard humor and ridiculously edgy villains.
How long is it?
Due to the nature of the game, it is hard to say as it differs from player to player. But if I were to estimate, I would say 2 hours ignoring all side elements.
Why does this even exist?
Personally, I find writing difficult, putting my mess of thoughts into linear words is not easy. Fan-art was not viable either, my art skills just were not up to standard. Games were the medium I am passionate about and thus, this was born. I guess this is my way of contributing to the fandom. The concept is not new, but I hope to inspire other, more talented, to produce fan-games. I ended up learning a lot of different skills and concepts while working on this. Since the start of this project, I did go on to study and make games as part of my degree, so in a way this project has helped me a lot.
How long did it take to make this?
I will be expanding more on this in a post tomorrow, but quickly:
The project started in 2015, so it’s been 4 years, with an estimated 1000 hours of development. Do remember that I am an amateur with serious time-management issues, so the time spent is not indicative of the quality of the game.
Is it hard?
The game was made with “non-gamers” in mind. You can choose to ignore most of the combat and side-quests. However if you like combat and exploring, it’s right there. The combat system accommodates for different type of players, being as lenient as possible while rewarding those that seek a thrill.
Is it any good?
I’ll be honest here, i think a good part of it is, well, good. But with a project spanning well over 4 years, an eventful 4 years might I add, a lot has changed of me and as such things can feel a bit all over the place, inconsistent, and at times contradictory. If I were to rate it as impartial as possible, I would give it a 6/10, but then again, I am very critical.
But I hope that you would give it a chance, and treat it more as a proof of concept. Every and all feedback is greatly appreciated and will go forth to inform future works.
60fps?
…
Will it cost me?
Nope! Free and always will be. Unless, y’know, Disney comes knocking.
What’s the setting of the story?
6 months after the events of the first movie, but this was planned way before even Frozen Fever so it’s not up to date. Scratch that! More like planned before Frozen II for goodness sakes!
Can I save?
Yes you can, so play at your own pace!
Virus? Scam?
If you get it solely from me, I can assure you I only mean well and all files are checked thoroughly so you are getting nothing but the game. If you are unsure, go ahead and block the game in your network firewall.
Online?
Nope. You only need a connection to download it, after that it’s ready whenever!
What’s the rating?
T - Teen & above. Although it probably would be K+/G+, play it safe with the T rating.
What if I don’t like it?
That’s okay! I would love to hear your feedback so I can reflect on what went wrong and improve in the future.
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Project: NEXT
How you can help!
Below are just the key roles for the project. If you have another way to contribute or just want to drop in a quick idea, I encourage you to msg me!
Let's make an Elsanna game together!
Story Builders
A must have to build a good story and thus a good game. If you have a knack for crafting stories and weaving characters, and have a heart for Elsanna, I would love to have you. And if the posts I’ve seen on my dash indicate anything, is that many of you have excellent understanding on what makes a good story.
Artists
The visual aspect and arguably a vital part of a videogame.
>Character Artists
Creating the assets for the characters, dialogue portraits, battle stances. Not necessarily all from the same artist.
>Environment Artists
Designing the world and its finer detail. This role is more of a 'want', as the engine itself has great tools to design decent environments. But if someone(s) feeling particular inspired, it would help greatly.
Play-Testers
The key people that make sure the game works, while finding humiliating mistakes that will forever be a running joke internally. These people test the game and push it's limits, having a playful energy and a creative mind for breaking things.
Sound & Music
More of a 'want', but if you have a talent for sound design and/or music composition, and would like to contribute that would wonderful.
Life is busy and unpredictable, so if you can only help out short term or now and again, it's ok! I understand and am not expecting a AAA team.
Also, and I cannot express how much I loathe to ask for this, but if you would consider reblogging this so that it reaches the wider elsanna community and thus find potential contributors it would be very much appreciated. This is a collaboration project for the community, and cannot stand on its own.
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Twisted Hearts - 3 days to release
A glimpse into the world
At the start of this project, my skills were only in their infancy, and I had to decide how best to execute this game idea without completely overwhelming myself with things to learn. As such I chose 2D with RPG Maker VX Ace, which at the time was well known to be easy to learn but deep enough to grow one’s self. RPG Maker VX Ace, as the name suggests, has a extensive foundation for an amateur like me to work off, allowing myself to focus on more conceptual ideas for the most part.
The main aspect of Twisted Hearts is adventure, and to have a good adventure you must have exciting places to explore. There is a variety of locations to explore, some familiar...
...but a lot of it is original. This all takes place loosely based on the real geographical location of Arendal and the surrounding region. There is an array of locations, some designed to create tension...
...while others are meant to delight...
...and some are just a means to flex:
Although this venture ended up being the biggest detriment to development due to how quickly it spiraled out of control, I nonetheless am fond of each unique location. Spending hours crafting its charm, its character, its people and its story. There’s a whole world outside of the palace, a world of wonder and despair.
It took about a year before I started reaching the limits of the default resources, and it was time to venture into ‘unknown’ territory. Fortunately, the path has already been traveled by those far better than me, and as such a large amount of resources, scripts and mods were readily available from the community. I still managed to work on some modifications of my own, and am quite proud of them.
The biggest modification came to the combat system, a combination of 4 different scripts and mods including tweaks of my own. The default combat system was bland and rigid. I knew I needed something more exciting as well as flexible to accommodate a variety of potential players.
The result is something more engaging as it is adaptive. The combat system customizes enemy behavior to your progress as well as, to some degree, your playstyle thus far. Characters have different classes that allow them to employ different tactics, as well as exciting ways to work with each other. It also allows you to ignore non-important battles, giving those who would prefer to avoid them a chance to do so.
Or if you prefer to absolutely unleash hell and dominate the battlefield, the game is willing to meet you.
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Project: NEXT Announcement
After the success of Twisted Hearts, it’s time to look to the next game!
Project:NEXT aims to bring together the elsanna fandom together in one collaboration project. I’ve seen all the creative works/ideas you have following the response to Frozen II. So why not make our own sequel?
At its core, Project:NEXT improves on Twisted Hearts by having a smaller scope but being more refined. I’ll be using a newer and improved game engine, RPG Maker MV, and aiming for a multi-platform release. So Mac, mobile and browser users rejoice!
Development officially starts on the 16th of February, and aiming for a release May/June.
Stay tuned for more details, especially about positions and ways you can help!
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Twisted Hearts - A reflection and moving forward.
As I wrap this up, I think it’s important to reflect on the project and outline plans for the future.
First things first...
It’s finished.
There will be no further expansion or sequel to Twisted Hearts. It has served well as a proof of concept, but also drained more time and resources than it needed. I will definitely update it if a game breaking bug is discovered however. That being said...
This is only the beginning.
That’s right folks, there will be more fan-games like this to come. At the moment I have plans for two projects. The first is a simple canon-friendly no romance meant to focus all that I’ve learned while (again) testing a new engine. The second is a spiritual successor to Twisted Hearts. After that, not sure yet. But I would like to make a game adaptation of fanfic. But if you have ideas, I would love to hear them!
What I’ve learned
A large amount of technical skill has been learned from this project, as well as inspiring me to learn more as part of my degree (which I graduated yay). I’ve learnt a lot about game programming, level design, world design, sound design and so much more.
The more conceptual stuff such as game design is still a matter to be proven with future projects. But I believe I have a better grasp on what makes a game good and fun.
I think the most important I learnt from this, and was further taught in University, is time management. It doesn’t matter how much time you spend, it doesn’t always equate quality. One important thing I’ve learned is to rapid prototype ideas and to have regular ‘checkpoints’ where I go over what is needed and what is not. This would solve Twisted Hearts major flaw, cutting down on unnecessary stuff and allowing important elements to be focused on. That’s not to say there will be less content, but it allows for a firmer foundation and more cohesive flow. This also means that I am focused on delivering in a smaller time frame, rather than a drawn out 4 years.
I’ve also learned that, although I can do ‘more’, I still can’t get away from the fact that I must come up with a good story. My difficulty in writing fanfics doesn’t magically go away, and is something that must be addressed.
What now?
Firstly, I need a break. Don’t worry! I’m just taking time off this fan-game venture and focusing on other things, but it’s all to build me back to it. Still active that’s for sure. I’m currently writing again, and planning to try art again. I reckon I’ll start the first project in about a months time.
Twisted Hearts will always have a special place in my memory.
To everyone
Thank you so much. I cannot express my gratitude enough. The love and support is incredibly touching, and I hope I can do better for you all in the future. Even though the journey has been tough both technically and mentally, it was all worth it just to see you enjoy and have fun.
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Project: NEXT - Update #1
So just gonna do a sorta regular update post to keep you all informed on what’s happening.
Firstly, there’s still a lot of prep to do. I think I have a solid basis for a story, and need to sort out key details. In the meantime, I’ve been working on maps and trying out what’s on offer:
Arendelle Castle
The Twisted Hearts version for comparison
Although there’s still decor to be added, I’m pleased to have a much more accurate looking castle than the one previously. I don’t know what I was thinking before, but damn it was really inaccurate.
Also, I’m playing around with much larger map sizes with the improved memory handling aspect of the engine. This should allow bigger maps with less transfer/loading for a relatively seamless experience. For example the castle will be part of the wider Arendelle map. So now you can explore Arendelle in its entirety on a single map.
Do also note that I’m making all of this with default resources. It would definitely look far more accurate with custom assets but alas I lack that much skill. I suppose I could export the map to photoshop to recolor certain elements and maybe tweak some edges. But to add Elsa’s ice decor would be another leap.
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Wow this blew up.
I am incredibly touched and humbled for all the love and support you all have expressed. Thank you, thank you, thank you. I still can't believe @patronustrip liked and reblogged the post, I think I'm still star-struck/shocked. I don't think I've seen my activity feed swamped like this before.
However, I do request that you don't set your expectations too high. Although I am deeply humbled that a number of you are hyped, the game itself is far from perfect. The best way to frame it, is to think of it as a proof of concept.
To all those that have commented, messaged and so on, I will reply soon! As I'm writing this I'm currently waiting for my flight home. I have however, scheduled a more formal post that will answer a lot of questions about the game.
And to those who have left what could best be described as negative comments/messages, because they're too weak to even be considered hate, thanks for taking time out of your day.
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Elsanna Videogame Beta 1.9
Download Links
Full
Lite
The Full version includes the RTP(Run time Packages), download this version if you’ve never played previous versions or any other VX Ace game. Download the Lite version if you already have the RTP installed on your computer..
Instructions (In README.txt in the zip file):
1. Right click and unzip
2. Run “Elsanna Videogame.exe”. Choose the location you would like to extract to.
3. Open the game folder.
4. Run Game.exe
Change logs:
Zeus81 fullscreen mode replacing my own script. Use F5 in game to experience true 1:1 fullscreen. Not to be used with the default Alt+Enter simultaneously.
Videos now scale properly with the new fullscreen mode.
Added support for avi and various codec (suck it ogg/ogv)
Fixed stability issue when the game was not in focus.
All planned cutscenes added.
Elsa now reacts appropriately during the final boss battle.
Various spelling and grammatical fixes.
Hopefully fixed lens flare popping up in all the wrong places.
Fixed a weird bug that allowed Elsa to have infinite mana in battle.
Fixed a bug that allowed Isabelle to equip all types of weapons.
Removed Kristoff and Hans from the game. (Sorry boys)
Also, this will be the last time this project will be referred to as ‘Elsanna Videogame’. It’s honestly a weird name that I hope to use it as a general term for all future projects ;). Currently in the process of naming this project. Hoping to reach full release on Christmas.
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Name Suggestions
I’m open to name suggestions for the poorly named ‘Elsanna Videogame’, because I can’t come up with anything good after all these years.
Thanks in advance!
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Elsanna Videogame Update
It’s been a while, but long story short development has resumed and this time it will reach a conclusion ( I promise! ). Expect Beta 1.7 to be up in the next 24 hours, this essentially fixes a lot of the problems that crippled the original Beta 1 release and players will be able to reach the end. I expect to conclude the game by next week at the latest, let’s see how that goes.
I will be using the same download link for all updates going forward so that it simplifies things.
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Elsanna Videogame Beta 1.7
Download Links
Full Lite
The Full version includes the RTP(Run time Packages), download this version if you’ve never played previous versions or any other VX Ace game. Download the Lite version if you already have the RTP.
Instructions (In README.txt in the zip file):
1. Unzip
2. Run “Elsanna Videogame.exe”. Choose the location you would like to extract to.
3. Open the game folder.
4. Run Game.exe
There are a lot of plot content like cutscenes that have to be put on hold for the time being, but you should be able to play right to the end. I will be working hard to ship an update at least once every 36 hours till it is finished.
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Elsanna Videogame Beta 1.8
Download Links
Full
Lite
The Full version includes the RTP(Run time Packages), download this version if you’ve never played previous versions or any other VX Ace game. Download the Lite version if you already have the RTP.
Instructions (In README.txt in the zip file):
1. Unzip
2. Run “Elsanna Videogame.exe”. Choose the location you would like to extract to.
3. Open the game folder.
4. Run Game.exe
Change logs:
Broke then kinda fixed lighting system.
Cutscenes and plot points added.
Implemented a new fullscreen feature via ‘F5′, for seamless fullscreen gameplay.
Fixed fatal error bug while in overworld.
Bosses have been rebalanced to be reasonably challenging.
Classes have been rebalanced, with ‘Gifted’ and ‘Spellblade’ receiving major buffs to be viable in combat.
Fixed an issue where the game would not launch while certain apps, such as Wallpaper Engine, are running in the background.
Fixed edge smoothing on tilesets.
Changes to overworld map to help from getting lost.
Hopefully fixed weather and sound effects clashing when transferring from overworld to towns
At this point I should stop giving time promises because I am really bad at sticking to them. We’re very close to finishing this game off, there’s just a lot of cutscenes and polishing to be done at this point.
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Just a quick heads up that Beta 1.9 will be out in a few hours. Currently giving it a final test run before compiling. There was a lot of script work done so changes maybe not be obvious visually.
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