Magic, Soundscapes and Interview

For this weeks post I want to talk a little more about how the magic system works, sound effects and an interview I did with the local newspaper. I also tried something new this week, recording a video for YouTube so you can get a better feel of the current state of combat. I haven’t spent as much time as I’ve wanted to lately and a lot of that comes from this new game you might have heard about, PLAYERUNKNOWN’S BATTLEGROUNDS. It’s so much fun, especially with friends. Higly recommended, despite being in Early Access. I was sceptic about it at first, but after playing a few hours I’m glad I purchased it.

Magic

Magic in Tales of Astya isn’t a big part of the world, but it still exists. The general population does not know how to cast spells, and not even the Ring of Wizards (mage faction) really knows how it works, only that it does. Casting spells is easy once you know how, and that can be learned at the Wizard Tower somewhere in the south of Uspya, if your character is smart enough.

Skjermbilde 2017-03-26 14.48.29

Learning area for new spells in the Wizard Tower. Still WIP, something will be placed in the side wings.

I’ve been working on some new spells of late, shown in this video right here. Sorry about the low quality, I’ll do my best to improve that in the future.

Soundscapes

Again, more sound stuff. This was my primary focus this week, working on mixing various sound effects to create richer soundscapes for cities, forest, caves and all the other environments found throughout the game, some with variations for night and day. They’re almost done and should be fully implemented by next week.

Interview with local paper

Right before writing the previous post, I finished a small interview with the local news paper about Tales. A journalist came over to my place, we played the game for a bit and he took some pictures while asking questions about the development, the game and the production pipeline. The article was published in last weeks weekend paper as a feature article, and the feedback has been great so far with a whopping double increase in page traffic the days after it was printed.

cof

Local paper, in norwegian.

Other changes/additions

  • More map refreshing with the transition from 3D to 2D trees.
  • Better colors for day and night. Nights are darker and days a little lighter.
  • Changes to AI in relation to entering their home
    • Some won’t go out if it rains
    • Specific hours for going outside
    • They would previously walk to their home, but this turned out to be too unreliable. NPC’s instead just spawn/despawn based on their home hours. Better than nothing at least.
  • Cleaning up the character sprites, removing strange pixels left over from the 3D rendering. Won’t be too noticeable, but it’s been irking me for a while.
  • Changes to overworld travelling time, now with different time passage between maps that makes more sense than the previous static 15 minutes.
  • Started work on player housing, allowing you to place one piece of furniture in each of your homes that gives various buffs and abilities.
  • The usual, more dialogue and typo fixes.
  • Completely revamped getting in to Stonehaven, the capital city. Now with less loading screens and more options to influence the guards at the gates.
  • Traveling merchants with rare items for sale. Only available at select locations, for a limited amount of time.

That’s all for this week. I’m gonna start making more of these videos showing various aspects of the game instead of just GIFs. Some things are just better with sound. Until then, have a good one.

Facebook, dungeon refresh & game jams

This past week I’ve primarily been working on refreshing some dungeons, recording audio and drawing sprites. I also made a Facebook page to autopost new blog posts over there. More on that later. I also helped out a good friend drawing some sprites for a game he made for a GameMaker Game Jam over the previous weekend, which you can download by going here.

Dungeon Refreshing

Some of the dungeons I made back when Tales was just in its infancy was in desperate need of a refresh, primarily in layout. My main focus has been a frozen manor in the northern parts of the game world. I ended up scrapping the whole thing and redoing it from the ground up instead. I’ve included some ancient screenshots below, and screenshots of the new layout below those again.

Old

New

The new layout also features loads of new sound effects and other small things to improve the atmosphere drastically. Can’t say much more without risking to spoil what is going on there, you’ll have to try and find it whenever the public beta is available(shouldn’t be too long).

Temporal Turmoil

r0fnosk

Temporal Turmoil is a fast paced puzzle platformer where a clone of yourself is spawned on a timer that follows your exact steps. You control Cat, a dude who has a cat named Dude. The game is free to download by clicking this link, it’s worth taking a look. Programmed entirely by Johnwo, and both of us made sprites for it.

Facebook page

As mentioned earlier, I made a Facebook page you can like to get new blog posts directly into your wall. No more needing to head over to Twitter or checking the blog for new posts if you’re unsure there is something new. Click here to check it out.

Other changes/additions

As usual, the list at the end of the post about other smaller changes and additions to Tales.

  • Added a storage box to banks and player houses where you can put items you don’t want to carry around all the time. Storage boxes are linked, similar to Stash Boxes in Diablo or a bank in any MMO.
  • Fixed shops
    • Prices were all messed up
    • Errors when hovering certain items
  • Lighting improvements
  • New hair styles, available at the barber shop
  • Fixed saving/loading (big one)
  • More variation in food and drink items
  • Started working on more animals

That’s all for this week. Please leave a comment below if you want me to start writing a new post every week, or if it should still be bi-weekly. Every week will results in shorter posts with less exciting stuff, while bi-weekly results in longer, more in depth posts. Bai!