Even though it has been three months since the last post, Tales of Astya is still well and alive. Over the past three months a lot has been added or changed, so let’s go through them step by step. Mobile readers beware of lots of screenshots.
Day & Night System
We’re starting with one of the biggest additions, the day and night system. Time now advances properly with transitions between night, dusk, dawn, morning and midday lighting.
The time of day affect various things, such as the open state of stores and what beasts will spawn in the wild. NPC’s also change their dialogue based on the current time.
Alongside the new day and night system is also a revamped weather system with rain and thunderstorms. During rainstorms the maps get darker and the fog more intense, making it harder to see properly. All the overworld maps also have their own unique chance of rain and thunder happening. During thunder all characters in the current map have a chance of being struck, dealing extra damage. Damage and chance is increased further by walking in water.
Crafting & Gathering
Crafting is also in! It wouldn’t be a open world game without it, right? Brew your own potions and alcoholic drinks as well as cooking delicious food. The things you are able to craft is based on your Intelligence attribute and what recipes you have learned. New recipes are found in cook books, notes and through talking with people around the world. Ingredients can either be bought from stores or gathered in the wild. If you’re trying to craft a potion or alcohol, you’ll also need something to store it in, such as a bottle or a vial. These can be bought or found throughout the game.
In the GIF above you can see the action icon(those flowers) for gathering a crafting reagent as well as the small sprite change for each type of reagent. The icon will probably be changed sometime during further development.
Separate interior maps
With the addition of the day/night system and new weather effects, a big change in map design had to be introduced. Previously, houses were open and you could see inside because there were no roof tiles. Now however, interiors are their own separate maps. This allows for them to have a much greater level of detail, as well as improving the performance of exterior maps.
That was pretty much what I wanted to share for this post. I’ll do my best to have another one ready next week, talking about more features and changes as they’re implemented. Until then, take care!