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Progress Report

Big Battle Changes & Next Version Plans

Hey everyone!

So I've been quite busy this week, taking some time to iron out some bugs and make changes in response to all of the excellent feedback everyone has provided on the demo so far

One of the biggest problems with the game was the balancing of battles. Let's be honest, they were just too dang difficult. Not to mention if you didn't choose a command fast enough, enemies would just continue to wail on you until you got it right.

Among that, switching party members never quite worked right and caused some pretty nasty crashes, as did charging up skills.

And so, the ATB system has been completely replaced. I found that ParaDog's ATB integrated much nicer with the sideview battle system, and it works and looks fantastic:



Besides changing the battle system to be smoother and more effective, I'm also modifying the progression of the starting area to be more friendly and less rage-inducing. Baldric will join the user in the first dungeon, and the player will have more access to healing items so they don't have to continuously return to town (which was never my intent--I discovered that was the only way to beat the dungeon).

Stay tuned! This update should be complete by Friday, as Driftwood Gaming is going to be doing a live impressions video on it then.

Miscellaneous

Post v2.1 Musings & Official Discord Announcement

Hey everyone!

So far the feedback I've received for the v2.1b demo has been incredibly helpful. Special thanks to the following people who have played the demo and offered valuable insight and excellent suggestions on what I can do to improve the project:

SkyForger
Kyuukon
Hyblitz
NeoSoulGamer
TheMoonIsFurious
Actuallyatortillachip

Everyone's notes, suggestions, thoughts and feedback really helps drive this project, so thank you so much.

To help with organizing project ideas, working with beta testers, and overall musing about game development, I've created an official discord chat server for the game:

Join the official discord here!

You can send me feedback here, and I'll have exclusive updates and development process notes that I'll periodically share. There will also be a special area to share beta/early release versions for QA testers. Or, you can just join to get to know everyone involved in the project!
I will be announcing some goals and prospects for the next version of the game soon.
-Jaiden

Announcement

Minor Update: v2.1b

Uploaded v2.1b in place of v2.0, which is a minor update.

It includes the following changes:

  • Changed difficulty of the first several mobs you encounter to be much, much easier. Currently, they were keyboard-smashingly difficult.
  • Minor updates to the opening cutscene (Baldric is actually carrying Oliver now!)
  • Fixed a minor passability bug in the dungeon


This update is geared towards people who haven't played the game yet, or started the game but quit because it was too difficult.

If you already played the game, don't worry about it. But if you've yet to try it, be sure to download this version!

Announcement

The v2.0 Beta is Finally Here!

Finally, the v2.0b demo release that I've been talking about for a year is available for download!

Get it here.

It's funny, I really had more fixes and ideas in mind before I released this.

Being the 1 year anniversary of this game's first appearance as an Indie Game Making Contest 2017 entry, I found it only appropriate to upload it as everyone is submitting their IGMC2018 entries.

There are a LOT of changes in this version. I mentioned it in my previous blog post, but here is a rough breakdown:

~*Core:
Countless in-game bugs fixed (passibility, NPC interaction, menus, etc.)
Optimized battle system, including armor calculation and enemy balancing
Updated battle command menu interface
Added battle system ATB speed options — three ways to enjoy the core mechanic of the game!
Added a second accessory slot & revised equipment menus
Revised shop menu
Revised save/load menus
Developed and added a skill system (reminiscent of Final Fantasy 7’s “Materia”)
Developed and added a full enemy bestiary
Added a book system
Added a “Journal” menu, which includes quest, bestiary, and book management
Added an options menu, which allows control over the battle system, text speed, and sound settings

~*Content:
Several custom themes composed by Peter Wollesen were added
Game introduction cutscene pace was revised and updated
Several miniquests added to Mordin Village
An entire dungeon—puzzles, bosses, and more—can now be explored in Mordin Swamps
Several other connecting maps added
Updated battle animations

~*Misc:
Created a game “manual” with screenshots
In-game credits menu updated

The game is about two hours long in its current state. And it still has such a long way to go.

Please let me know what you think! I like all feedback--good or bad. I want to know if you like the direction this game is going, or what improvements you feel it could have.

If you plan on streaming my game, let me know via private message, email (boisteroushero@gmail.com) or contact me on discord: Jaiden#5195 (I really want to watch it!)

And of course, thank you so much to everyone who has supported me this far.

A very special thanks to the following people. Without them, I probably wouldn't have gotten this far:
Tyler 'KK20' Crane
Boris 'Blizzard' Mikic
Diogo 'SoulShaker3'
Zexion
Jazz (@jazzind_)
OzzyTheOne
Gameus

Miscellaneous

The Beast Stirs...

I haven't posted an update here in a while, but those of you who follow me on Twitter know that I've certainly been hard at work the past couple of months.

Currently, the v2.0b release is going through its last round of QA testing. Once I've ensured there are no game breaking bugs, the update will finally be available. This introduction to the game is how I truly envisioned it--with a whopping 1-2 hours of gameplay.

As a teaser, here are the release notes for the new version:

Legends of Astravia v2.0b Release Summary

The game demo is now approximately 2 hours long (versus 30 minutes in v1.1b). Includes the introduction sequence and first dungeon, and ends at “Valica Fields”.

Summary of changes between version 1.1b (March 2018) and version 2.0b (November 2018):


Core


  • Countless in-game bugs fixed (passibility, NPC interaction, menus, etc.)
  • Optimized battle system, including armor calculation and enemy balancing
  • Updated battle command menu interface
  • Added battle system ATB speed options — three ways to enjoy the core mechanic of the game!
  • Added a second accessory slot & revised equipment menus
  • Revised shop menu
  • Revised save/load menus
  • Developed and added a skill system (reminiscent of Final Fantasy 7’s “Materia”)
  • Developed and added a full enemy bestiary
  • Added a book system
  • Added a “Journal” menu, which includes quest, bestiary, and book management
  • Added an options menu, which allows control over the battle system, text speed, and sound settings


Content

  • Several custom themes composed by Peter Wollesen were added
  • Game introduction cutscene pace was revised and updated
  • Several miniquests added to Mordin Village
  • An entire dungeon—puzzles, bosses, and more—can now be explored in Mordin Swamps
  • Several other connecting maps added
  • Updated battle animations


Misc

  • Created a game “manual” with screenshots
  • In-game credits menu updated



Stay tuned! For those of you who have stuck around this long--I really appreciate your support. It is what makes game development so worthwhile. I hope you will all enjoy this release.

Progress Report

The Update Approaches - 7/20/18

The blog posts have been sparse but this project is not forgotten!

Lots of changes have been made to mechanics and little details have been added. You can expect to have a good 2 hours of gameplay in the update when it releases!

First, a pretty teaser:

Enemy HP bars! This is something I wanted to implement from the beginning but couldn't find the best way to do it. Enemies will display a health bar after their entry has been completed in the bestiary.

Some other work that's been done:
-Bestiary is completed
-Elemental skills have a chance to apply states
-Various interface bugs fixed
-Dungeon 90% complete; mini-boss added, only several more events to completion
=Changed crafting recipes, fixed crafting bugs
-Combat balancing
-(KK20 @ Chaos Project) Fixed a game-breaking crash that occurred on some computers as a result of a resolution script

Things to be done before demo release:
-Combat bug needs to be fixed (MDEF is currently ignored by enemies)
-Eventing 1 more dungeon room
-Dungeon boss
-Dungeon ending cutscene
-Battle theme music (if it isn't completed before the others, it will be in next update)
-Tutorial books in Mordin Village

Expect an update soon!



Progress Report

The State of Things - 3/31/18

​Hello everyone,

As I suspected, my job and schooling has continued to take precedence over my indie game development career. Since today is the last day of March, I unfortunately have to admit that new demo release isn't going to be complete today.

However, I am still actively working on Legends of Astravia. The project is going strong...well, as strong as it can for a single dev with a full-time job and part-time schooling.

I will be posting details on the new demo release soon. Hopefully it will be done within the next couple of weeks, so stay tuned.

Thank you to all of you who are still following my progress!

Progress Report

Status Report - 3/25/18

This project is still very much alive! Sorry for being so quiet the past few weeks.

You can catch my status report on itch.io:
https://boisteroushero.itch.io/legends-of-astravia/devlog/28527/status-report-3252018

I will be uploading a few screenshots today as well. Thank you for the support everyone!

Progress Report

Weekly Status Report - 2/25/18

This week's status update comes a little late, but with quite a few updates!

The first one, and perhaps most exciting one, is the combat update: a new battle command menu!

Thanks to the scripting guru KK20 from Chaos Project, this new menu is much more attractive than the original:

There are also now individual enemy icons and a few animation updates.

Next, I've made a few improvements to Mordin Village, which was experiencing some serious lag. I've reduced the lag a bit, and made a few minor changes to the overall ambiance of the village vs the swamp with fogs and color overlays:



Work on the swamp dungeon continues (it's currently a bit dark...):


And finally--there is now a cave connecting the end of Mordin Swamp and Mordin Village, making it easier to re-visit town to resupply once you've entered the dungeon:


Hopefully with this great progress, v1.2 will be ready by mid to late March. Stay tuned!

Progress Report

Weekly Status Report - 2/10/18

It has been a productive week for Legends of Astravia!

Tons of changes are being made, and hopefully we'll stay on track for the next demo release.
Here's what I've been working on:
  • Added a second equipment slot
  • Started work on the swamp "dungeon"
  • Reworked the equip and save menus
  • Changed the primary game fonts
  • Other minor improvements and bugfixes


I had a really hard time getting image thumbnails to work on RMN, so you can find the screenshots here for now:

https://boisteroushero.itch.io/legends-of-astravia/devlog/23786/weekly-status-report-21018

Expect a little update every week to show the game's development progress. Thanks for your support!