Fishing, Sprites & Release Plans

This week I worked mostly on the visual aspects of Tales, improving sprites and drawing promotional art. Sorry about the delayed posting date, sometimes it happens. Oh well, let’s get into it!

New Character Sprites (AGAIN!)

For the fourth time, the character sprites have changed. This time not as drastic as the first three though. This time I added shading and polished the animations, removing strange artifacts and making them seem a little more natural. Oh, and they also have eyes now. Previously  they did not have eyes because of the theme, “you’re just another person” and not having eyes made the characters seem more like they were all the same. But now they have eyes, which makes it easier to give their faces more expression like surprised, angry, happy and so forth. Skjermbilde 2017-04-09 15.15.11.png

Itch.io and release schedule

Because of Valve’s recent announcement of removing Steam Greenlight and the new pricing model still being uncertain, the plan is currently to release Tales of Astya over at Itch.io instead. I spent a little time refreshing my pages, even the one for Color Tunnel, and you can see it by clicking here. There are currently no files uploaded, I’ll get to that shortly.

I’d like to talk a little about the release schedule I’m imagining for Tales. First up is releasing the base game, with the Uspya region fully done. After the initial release, I intend to spend some time fixing bugs that show up or are reported. After most of the bugs are smashed, the plan is to release yet another region as a free content pack, then iron out most of the bugs in the following month. This is how I intend to release all the regions in the time after initial launch. The extra content will hopefully be much faster to develop, since most of the base systems are already in place and most that needs to be done is writing quests and creating new art assets. I don’t want to predict how long each of the packs will take, but I’m looking  at around 4-5 months for each of them. Time will show. Progress will obviously be shared on this blog as it unfolds.

Fishing

Another addition this week is the fishing system. This is something I’ve wanted to add for a while now, but never really got around to doing. But here it is. It’s very simple at the moment and I haven’t got around to making animations for it just yet, but they should be implemented sometime this week.

fishing.gif

Early prototype captured in the testing map. This was made before the new sprites were implemented.

The system is similar to how it works in World of Warcraft, where you walk up to a school of fish and press the action key. In order to catch the fish you got to press the Reel button when you hear and see a splash. Each school can hold up to three different kinds of fish and other random trash, even a treasure chest (chances are very slim). You can then take your newly caught fish and bring it to either a stove or a campfire to cook it, or sell it to a fish monger if you need some money. Currently there are five different kinds of fish you can catch, with more planned for later expansions.

Other changes/additions

  • Increased base resolution from 960×540 to 1920×1080, due to text being blurred when scaling up. Now it looks super crisp and nice, also with more items shown in interfaces with lists in them.
  • Redid all graphics for interfaces, including buttons, frames, icons and more to have  more detail in them, but still having a clean feel to it.
  • Made a proper version of the world map. Now it looks like this. It’s also shown on the loading screen when starting the game.worldMapBorder.png
  • Cities and towns now have their own loading screen images, showing how the location looks while waiting for it to load (doesn’t take long, usually only 1-2 seconds)
    • Certain maps are loaded and unloaded when needed to prevent performance from being bogged down. When entering a location with interior maps, those maps are being loaded.
  • Fixed more issues related to Z depth rendering.
  • Finished cooking, brewing and alchemy interfaces.
  • Replaced more of the trees from 3D to 2D.
  • Fixed up a lot of interior maps (houses, shops, dungeons etc)

That’s all for this week, hope you enjoyed. See you again in the next one! Oh, and lastly I wanna post some GIFs I made for a podcast I listen to, Rad Crew. Enjoy!

Quests & Character Generator

For the past two weeks I’ve mostly been working on writing quests and whatnot, therefore no post last week. I’ve also made some other smaller additions of course, more details below. New art and maps aren’t such a high priority right now, as it’s mostly done. The focus forward will be on adding in all the quests and characters, which means posts will be less frequent (not every week, but definitely every two weeks). Let’s jump in.

Questlines

For the most part I’ve been working on the questlines related to the Outposts,  one of the primary factions you interact with. To begin either of them, you have to travel to the West Outpost and talk with the commander, telling him a skill you’re most sufficient in, which determines which of the outposts you are sent to (East, North, South). So far I’ve only worked on the North Outpost quests, amounting to six so far. There’ll be more as time goes on, of course.

skjermbilde-2017-02-16-16-43-23

The North Outpost

You might wonder, what are these Outposts? They are the primary quest hubs for advancing the main story and are spread to each of the four corners of Uspya. Each of the Outposts have a commander, a smith, a trainer and some soldiers stationed there. The blacksmiths each specialize in one kind of weapon/armor that they craft better than anyone else, but will only sell their best goods to those of higher rank or after completing some tasks for them. The trainers can help you gain some free experience points by completing their training tasks.

Deeper Character Creator – Homeland and backgrounds

A few posts ago, I wrote about the redesigned Character Creator. I’ve added two more tabs to it, allowing you to set your homeland and create a background for your character. Changing your homeland affects your stats, as each of them provides a +1 bonus to a specific statistic, as well as changing dialogue from time to time. EG people from Sedresh might not like a person coming from Usmor, or they might want to be their best friend and so forth. This can also affect trading to some degree. The background generator allows you to set your parents professions, your aspiration and your previous education. These settings determine what items, stats and money you start out the game with. EG; your father being a blacksmith starts you out with a iron sword.

backgroundgen

Work in progress.

Other changes/additions

  • Added a variety of cloaks to shield the wearer from rain and keep warm in cold environments.
  • Fixed various sprites and item icons.
  • Added magical wards, placeable by the player. Wards are temporary and stationary objects that attack enemies within range.
  • New types of plants and cooking ingredients.
  • Animated banners and flags to ripple in the wind.
  • Started work on some new enemy types
  • Added transition animation when sailing by boats.

That’s all for this week, thanks for reading!