Arena, Trading & One Year Anniversary

For the past weeks I worked primarily on a new shop system and the arena. Last saturday was also the one year anniversary for Tales of Astya’s development, woah! I didn’t have much to post until now, but there’s some goodies because of the delay. I was also thinking about maybe making a small YouTube video showing some of the biggest changes through the year with some commentary. We’ll see. Let’s get into the posts, shall we?

Trading Changes

Trading has received a decent overhaul, improving performance slightly and adding a variety of new features, listed below:

  • Merchants now have a specific amount of gold available which can be increased by purchasing items and decreased by selling items to him/her.
    • Resets every three days, will probably be changed at a later time
  • Price changes based on the player being a member of their faction and your rank in that faction.
    • Each rank adds a 10% price difference
  • Only buying specific item types from the player
    • EG a blacksmith will only purchase weapons, armor and ore
    • EG an alchemist will only buy reagents and so forth
    • General stores still buy all types of items

 

Arena

arenaExterior

Arena exterior

The arena was one of the earliest side activities I added to the project, though it has been shown little love the past year. This has changed! The arena now contains a small campaign where you’ll have to fight your way to the top to become the Grand Champion. The arena has two activities you can partake in; Tournament and Skirmish.

arenaSignup

The main entrance of the arena where you sign up for tournaments and skirmishes.

The tournaments is the main campaign, where you’re pitted against strong opponents to defeat in order to advance to the next round. They still need to be balanced properly, and are intended to prove tough competition. Skirmishes on the other hand is a simple free for all, where the last man standing is the winner. Skirmishes yield little besides a few coins and is mostly intended for practice before the tournament.

Other changes/additions

  • Started work on a wiki that should be ready for launch
    • Details about lore, locations, items and all that easily available. Want a preview? Send a message through twitter or leave a comment below!
  • Added a telescope to look at the night sky
  • Various bug and glitch fixes

The wiki has taken a lot of time away from development, but it’s worth it in my opinion. That’s it for this week! Until next time, have a good one.

One year anniversary!

Woah! This website/blog is now one year old, and still receiving new posts (almost) every week. Gotta brew some extra strong coffee to celebrate! Now that the formalities are out of the way, let’s get into this weeks post. Some interesting stuff this week, including new art assets for trees, new mechanics, interface tweaks, a new minigame and bug fixes! Without further ado, let’s go.

New gathering mechanics

Resources found on the ground, like mushrooms, flowers and wheat have received a small revamp. If you have the correct tools, various collectibles will yield more of their resource. Using a garden knife to cut flowers or a mushroom knife to cut mushrooms yields 2-4 more of that resource. Wheat and grain gathering is now more engaging, as you have to cut it yourself using any sharp weapon or farming tools such as a scythe or sickle. It also bends out of your way when walking through it, adding even more satisfaction.

gatherWheat

Using a sickle to harvest some wheat.

New tree sprites

When I first started this project, I made the trees using the program MagicaVoxel to easily create 3D trees that fit the pixelated style. And to be fair, they were ugly blobs of random shades of green and a brown trunk. I spent a few hours drawing some new trees in 2D instead, with separate material colors for Trunk and Leaves to be able to reuse the same sprites everywhere with color modifications. They’re also animated, which the old trees were not giving much more life to the maps.

windTrees

Bribing Minigame

Previously if a bribe was attempted, it would only give have to choices with a preset sum of money based on your Cunning stat. If it was greater than the set value, it’d cost less and vice versa. With this new system however, players have more influence over the final sum of gold to hand over. It’s still based on your Cunning stat, as well as the Targets Cunning stat. The target becomes more and more annoyed by the players attempts to bribe it, and if the annoyance bar is filled completely the bribe is a failure and you must deal with the consequences. Weather can also play a role in how quickly a Target is annoyed. Who would like to stand in the rain with a random person trying to give you too little money to get in somewhere? This feature is still in early development and should be done sometime next week! Then it’s all about replacing the old bribes with the new one, should be fun. Here’s a screenshot of what it currently looks like.

Skjermbilde 2017-03-14 22.06.14

Better interface highlighting

One problem that I never thought much about before was that interfaces were pretty badly highlighted, at least when it came to changing categories in your inventory, quest journal and so on. I’ve now made it so your current category is highlighted in various shades of green to show the “layer” you are currently on. Top level (pause menu category, options etc.) is a little bit lighter than the colors signaling your selected  sub-category.

selectionHighlight

Other changes/additions

  • Added time of day preview to character creator to preview how your character will look under different lighting conditions.
  • Changed colors for clothing in character creator to better fit the palette.
  • Added Input tab to options, allowing you to specify what input mode to use(Xbox, PS4, Keyboard) and other settings related to controlling your character.
  • Fixed some issues with tiles showing even if screen is faded out.
  • Started work on new water tiles with proper animations.
    • Directional flow of rivers
    • Ocean waves
  • Improvements to ambient sounds.
  • Almost completed wizard tower.
    • Added magic school trainers that will teach you how to cast various spells.
  • Various tyops fixed.
  • Started refreshing of older tiles to be more consistent.
  • Animals have been seen running into fire when being chased by the player. They will soon learn not to do this.

That’s all for now, thanks for reading!