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When I was let go from my job of 10 years at AE as an Artist/ Game Dev 4 years ago, I knew one thing, I didn't want to go back to working as an animator in the entertainment industry again. Been there, done that... I was ready to work on my own projects.  So for me, the lay off was blessing in disguise, I wanted to prove I was self sufficient with my own ideas and now I had my chance. At the time, Patreon showed me this was possible with their platform.  I slowly built enough support from fans like you that I could produce my art full-time.  You all helped me to keep the lights on and to keep creating my art. For that, I'm forever thankful.

Game Time!

Me and Adam remained friends during this time and talked at least once a month about what we we're up to. In one of our talks, he said we should make a game together and I was like hellz yeah we should! We would own the game equally, just two friends creating something cool. We settled on a tower defense type game because it was the simplest to make. Later, we decided to make that game Akumi themed. Adam said lets call it Akumi Wars and we we're off. He would build the engine, I would create the visuals and animation.

Focused Direction

So here we are around 2 years later with no completed game. Why? I'll tell you why, a lack of focused direction on my part. Balancing my Patreon duties, trying to create an animated series and trying to build a quality game all at once is a full plate... you can see where my energy might of been spread too thin.  I remember hearing Will Smith say something in an interview once that rung true for me. He said he tried not to spread himself too thin across a lot of projects because he only had so much energy to give. And when he worked on something, he wanted to make it the best he could so he had to give it his full attention.  This is also the way I function. Just to make ONE of these things I mentioned half decent requires my FULL attention and energy.

My Patreon suspension the past two weeks gave me a new perspective. Another blessing in disguise my friends. In the end, I got the suspension lifted but I got so much more in return, I got my focus back.

Building the Akumi Brand!

In conclusion, if we want the Akumi brand to grow in terms; animations, art, merchandise etc, in my heart of hearts, I know it will begin with this game. Here's why... a game provides me a hub to constantly add my art and animations to that fans like you can interact with directly and indefinitely.  Where as I can make an animation, a piece of art and you might look at it once, twice maybe even 5 times but there's a diminishing returns. Even I only look at my work a handful of times! On the other hand, I've spent years with some games playing them over and over.

Oh and by the way, Akumi Wars will no longer be a tower defense game but will instead be an RPG game that I can update with new content similar to the way I did with AQW and OS! It's time to complete the Akumi rpg game my friends.  I'll continue to update here when I can but my focus is now completing the Akumi Wars RPG Game.

Have a great Sunday all. I'll have another Update tomorrow.

 Onwards and Upwards!

-Miltonius

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Comments

Darterrius

Nice to hear from you Mr.Pool Imma invest in a gaming PC so I can play it. You've talked about this before being your own boss you don't like working for someone else

EverSoSly

I wanted you to know that I can’t wait to see what you come up with! I am here to do what I can as long as it involves giving you my full support! Thank you. :)

Luvh Art

well that's interesting to hear. but does that mean less patreon content and more akumi wars based content or?

miltoniusarts

Thank you Alfred! Yeah I have to be independent, I make a terrible employee. I suppose I’m a decent worker when I’m working for my fans though! 😃

miltoniusarts

Thank you so much for that EverSoSly! I can promise you I’m gonna give this everything I got. I can also promise a laser focused me can achieve anything. Let’s knock the world’s socks off with incredible our projects! 😁

miltoniusarts

I can’t say for certain yet. Not until this coming week begins. It could mean we have different content to play with here and else where. But let’s see how this new focus manifests itself and then we can discuss it more.

Greg

I understand and I appreciate the update! I have been curious for a time regarding akumi wars and I'm glad for the change to an rpg. The mechanics would be the same if it would be turn based (animations that would have been for mobs would now be moves, etc) and I'm a sucker for rpgs so I'm super stoked them this news! While I appreciate the nsfw content, it is possible it took over the primary focus of the page, so the suspension indeed could be seen as a crucible to further define the purpose of your patreon page. I hope that we get more glimpses in to akim wars (if that will still be the title) and how it develops and transitions. While I haven't done anything nearly as dramatic or successful as you and I know you have commercial experience in the gaming industry, I have worked on a few game projects over the years with Azerron being the most successful and am a sucker for game design and storytelling. That's ultimately what draws in a player to continue to play. It's why all these years later, the vast majority of star wars fans hail Kotor1 and Kotor2 as the greatest star wars experiences to date even though the gameplay itself is dated. Story and worldbuilding is critical and while a tower defense game can't really have a story, an RPG definitely can. This also raises questions about the game. Here are two: 1. Is this an rpg where the player creates their own character or an rpg where we play an established character? 2. How will the patreon created characters that at one time were to be in the game going to be handled? Will you collaborate with those people to rework their story and fit them into the game, will they be Easter egg back ground characters, etc.? I am so have to ask about the mechanics of the rpg game. I'm assuming turn based based on previous games, but will it be like OS and AQW where we can run around and see our character or will it be more like AQ classic where we are presented screens and it's more or less textbased until combat which is visible and turn based? Also, would this still be a mobile 2D game or would it be a web browser game or would it be a downloadable game. If a web based game, no flash, right? I'm sorry for all the questions but this was a very informative update and I'm just so curious!

miltoniusarts

Oh yes, rpg's are easily my favorite game genre. Mix in some combat tactics and I'm hooked. I'll answer your questions with the knowledge I have now which could change later. So keep this in mind. 1) It could be create your own character, and it could be you start with an established character similar to Final Fantasy. 2) All Patreon created characters will be put in game as playable characters. Either as companions or hidden characters to be found or possibly an exclusive Patreon reward. Unless the Patron would rather their character be a monster or NPC. I have no problem with either. Actually, I want to experiment with a new kind of battle system that I’ve enjoyed in other games. Look up “King’s Raid gameplay” on YouTube. Basically, you choose your party group and deploy them onto the battlefield or dungeon and they fight with their own AI. You would choose their behavior, the characters have time-based activatable specials that you can also choose but you mainly act as a general. You’d equip your party with powers, items and collect other unique characters to mix-match your party and send them out to do battle. I like the idea of the characters having their own lives, personalities and fighting styles that you’d manage over. If you follow UFC fighting like I do, I guess you would be like a Dana White who chooses which fighters fight who. Real life Pokemons. :P

Greg

Thanks for taking the time to answer my questions! If I may respond to your response about the mechanics of fighting: If the play style is expected to be similar to King's Raid (which is something I'd never heard of but find familiar when compared to a game I played call Dungeon Village) how would you factor in a story? If the player is approaching the game from an almost-omnipotent deity-like power, there wouldn't be much in the way of story (Unless you make a character and choose a party to take out on adventures similar to Kotor and similar games). Would you say this is a spiritual successor to OS in that way? If it is a make-your-own character game or choose a preset character game, do you envision the character that represents the player (custom or pre-selected) to always go out on missions? For example, if I have the following characters: Creepy Girl, Baltimo, Akumi, Hex Guard, Lester, and Void Priest and my custom character Sifter, and the mission I have is for four player characters, would that mean I would always have to send my PC Sifter and then choose another 3 characters to go out and fight or would I be able to choose 4 characters and leave my character behind? And if so, how would that effect the story if that is indeed a story mission? Also if you have a character, say Hex Guard, and you no longer want that character in your roster, can you 'release' them to be free or is there infinite storage for allies? Tangentially related, is it possible to gain duplicates of characters? For example could you gain multiple Hex Guards or multiple Max's? Or is there a 1 character limit? Or do characters have different levels (i.e. Hero characters such as Akumi and Jade have only a single instance, while mob characters such as Hex Guards or generic Voids you can have multiples so you can roll up with your character flanked by guards)? And if allies can be released and if some allies are only a 1 limit character, if you released Akumi (as if there'd ever be a good reason, but just as example) would you be able to gain her back again or would she be gone for your game effectively for good? Or would some characters join the party through narrative and thus be unable to be 'released'? And if you do gain a character through combat and it s a one-limit character (say you encounter Jade in a random encounter, win and she joins you) would there be a chance to encounter her again and if so, would the game acknowledge that there are two Jade's? Another extension off of that question would be outfits and alternate takes. For example, you've displayed at least one alternate version of Akumi in Pirate Akumi. Would that be an outfit for current Akumi or would that be a completely new character to collect? I realize that this is looking way down the line and these decisions are all subject to change, but I'm just curious about the way this is planned!

Akumi

In my my mind, the idea of being a general or god like participant is only a way to describe the game-play mechanics but not part of the storyline like in Oversoul. I’d like the characters to be the main focus of the game story. The player chooses a character or characters they relate to the most and experience the game world through said characters. I’m not sure about all the details of the party system yet. Maybe you have a roster of “Hero Characters” that can lead 3 “Companion Character “. Or maybe all “Characters” are equal in status so you can mix match them any way you like. This hasn’t been decided yet. But I like the idea that we can have established characters like Akumi as well as a player created character. I need to discuss this with Adam more before I have a definitive answer though. But in terms of customization, it’ll most likely be weapon and whole body theme transformations sets like in AQW. We’ll see. I don’t think we’ll be able to break customization down to individual things like gloves, boots and capes though. I could be wrong though and Adam says that’d be easy to do. Rings, necklaces and that sort would be easy to just be used as artifacts. Obviously, specific missions for specific characters would probably make it mandatory to use said character or mission will be made unavailable. But again we’re way ahead of ourselves here. I’m still reworking the male/female character models. Yes, I’d say there needs to be a dismiss option for your character list. I would say “Hero” characters would be unique and there would only be one to obtain. If released, you should be able to find/ hire/ get them again if you want. In terms of duplicates, maybe there are monster companions that you can get that would have duplicates. In that case, we could work in a currency reward system for duplicates I think. You find a duplicate, you instead get gold or turn it in for gold. In terms of outfits, I think both could be done. The variations of Akumi could be made an alternate outfit or a separate character completely the same way Oversoul higher levels of the same character could change dramatically. No worries man! I like discussing this stuff as well. It gets the gears turning. I’m excited to play this game already!!! :D

Greg

Thanks for the in depth response! Yes it is too early to give concrete details but just off hand those are some of the questions I had lol I withhold all questions for the time being!

Frank Castle

:D senpai reply now that make my day more better yay

miltoniusarts

Ask any questions you have anytime man! Like I said, it gets the gears turning and helps me think of things I didn't consider before. These are all things I'll discuss with Adam in our next meeting. We'll have more to discuss in the coming weeks as I build this thing up.

miltoniusarts

Good idea. With this being my main focus, it could be feasible for me to do. Let think it over.

Patrick (Crab) (edited)

Comment edits

2026-10-24 06:00 Hmm. Maybe there could be colour customizable characters with skin, armor, etc? I'm sure you've thought about this already though
2019-10-21 00:18

Greg

I second this idea: Part of building the Akumi brand should also be investing in at least a bare social media presence and as it stands, YT is still the best for your content. Perhaps a FAQ video as Patrick suggested followed by some update videos every few weeks interspersed with short animations of attacks/movements? It would also be cool if, as the characters get more nailed down, you do short intro videos to a few of the characters that would be within the game. When you did some of the characters in the past, you made a post that had the character and a blurb about their story. So what about a video of that instead? Narrate an extended blurb with dynamic images and poses of the character along with many an animation or two of that character's moves or attacks? Edit: Also, I hold that you should host some live streaming when you animate or do art xD

miltoniusarts

Yeah I know having a social media presence while in development can be huge. I’ll need to find a way that works for me and doesn’t take away from my actual game development. Let me figure it out this week.

miltoniusarts

Yep we’ll see. I’m not sure what kind of customization we’ll be able to have yet.

housestark3000

Where can we find the free version of your nsfw content?

TecnicStudios

oh hell yeah, if its gonna be an RPG similar to AQW I'll give you my complete and full support!

miltoniusarts

Yes! This is the new direction the Akumi Wars game will be going. I’m excited for this as well! 😁