For the past three weeks I’ve been working hard on Tales of Astya, adding several new features and tons of new art assets. Here are some of the new things added;
- Lock picking
- Simple crime system
- Player bounty
- Improved animations
- More audio sources
- Particle animations
- More quests
- More interactive environments
- Some interactions are skill based
- Movement changes based on alcohol level
- Lantern and other equippable light sources
- 10 new sub-maps (Caves, dungeons etc)
New Action Icons (click to enlarge)
Hand interaction icon. Hand from Game-Icons.net
New Speech Bubble interaction icon.
Inspect, read, look at action icon.
Since it has been a while since the last post, there are also some new screenshots available! Click to enlarge.
Just some hut. Or is it?
Climbing a mountain.
A tower somewhere
Public Demo (soon) & Testing
I’m aiming to release a playable alpha on July 8. After this alpha is released, the plan is to continue development and finish the game before releasing the complete version. If you want to join the testing program, send me a DM @Partysofa.
Thanks for reading, have a good day.
For the past week most development time has been spent on fixing the animation renders from Blender and interface design with some map sketching in between. Oh, and full gamepad support! Let’s start with interfaces first.
Below is the first layout of the character creator screen, where the player can assign their stats as they see fit before starting the game. You don’t have to spend all your points if you want more of a challenge, but it’s usually a good idea to spend some of them at least.
Each statistic can be leveled between 0 and 10 but by using the right equipment, stats can be raised above 10.
Now onto the gameplay interfaces. Below is a GIF showing the four different screens; Inventory, Map, Quest Journal and Character Screen. Inventory is self explanatory, it’s a collection of all the items you are currently carrying. Clicking an item will either equip or use it. The Map is gradually unlocked as the game is played. Once you enter a new zone, the corresponding tile is added to the map. Hovering the mouse over a tile will give a brief description of the zone. If it’s a town, it will also show your current reputation with that town. In the Quest Journal, all your current quests are found, giving you a quick overview of what you should be doing. And last, the Character Screen. It shows your character stats and some gameplay stats(added after GIF was recorded). There’s still half the screen left to fill, with what I’m not sure of yet.
Rendering out frames from Blender proved to be a much bigger task than first anticipated. It feels quite good to be done with them for now, and focusing on creating more content for the game instead. I anticipated around two or three hours of work with just the human character and clothing layers, but it ended up taking much more than that.
I also added gamepad support to the game for those who play games using that. That’s all for this week, remember to check back next tuesday for more GIF’s and screenshots. Cya!
It’s been a while since the last post. The reason is my switch over to Engine001 and working on some projects there. It has taken up so much of my time, getting back into the saddle with where I started was more fun than I imagined! I even came up with a working title; Tales of Astya. It’ll probably change, but for now it shall stay.
What I’ve been working on is a small 2D action RPG, standard for the engine. I’ve put a lot of work into the concept of “open ended quests”, meaning quests can end in several ways. So far it has gone well and the plans have been expanded. The game consists of 36 map screens, laid out in a 6×6 grid. The player is free to move between these whenever he wants, but some areas are targeted more towards higher level characters. The environments are also highly interactive, with bookshelves to read from and containers to search for loot. I’ve developed some lore and feel of the world, more on that in future posts. Don’t want to spill the beans all at once after all.
Checking out some books
As of yet there isn’t really any main story. The main point of the game is players making their own stories by doing the quests in the way they see fit, being either good or evil. Or something in between.
As per usual I’m trying new methods of creating art, and this time I decided to try out rendering a 3D model to 2D frames for the animations of the game characters. The setup looks like this, with 8 cameras that render out the different angles.
After rendering a direction, I import the frames to 001 and start slicing up the different body parts to fit the layered clothing system. After some tweaking, I ended up with this:
I’m planning to release a small test version in about a month, I just have to finish up some of the initial quests you find and the level designs and we should be good to roll. Gonna be nice to actually release something for once.
That’s all for this week, cya next tuesday.