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Aureus

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Everything posted by Aureus

  1. It’s been a year since the last time I visited Howler’s Dell... It now looks somewhat prettier. : ) I currently work on the ambient nature sounds for the game, and next week I’ll start writing new scenes and interactions, in the meantime updating the older illustrations... This winter is great for the game. ^^ [/img]
  2. Since both wood and stone are valuable building materials, the abandoned shelters usually get dismantled. The only ones which remain are either so difficult to reach that they are not worth the struggle, or are kept just in case, so that the locals have an option to quickly rebuild them once the better days arrive. Keeping the ruins also comes with a risk - clearings lure those of the creatures which need space to build their own nests, while walls can be a solid basis for a new lair.
  3. Creeks is the youngest and the smallest settlement in the peninsula, started by a group of refugees who fled from the war only twenty five years ago. At first supported by the locals, they had to quickly find a new home. They raised their settlement among the unclaimed hills, trying to tame the forest and its infertile soil, but with little success. The inexperienced newcomers, most of which used to be townsfolk, struggled to efficiently utilize the available resources. Cramped in small huts, forced to forage and hunt to survive, they lost many souls to hunger and beasts before the end of the first decade. Those who survived grew close to one another, and the new generation considers the entire village to be a single, large family, where everyone is obliged to support all the other members of the community. Their humble crops are not enough to keep them healthy, but they do their best to master the art of carpentry, hoping to replace their dangerous hunting trips with trade.
  4. Here goes the new Roadwarden devlog! I cover the UI changes, the updated visuals, new tools for the players, the redesigned magic system... I tried to keep it short, but in general, autumn was great for the game, and I have high hopes for the winter season.
  5. I hesitate to share the new visuals from the game since many of them would ruin a few surprises I’ve prepared for you, but as I get better at placing pixels, I sometimes have to take a step back and update this and that. Icons, UI, illustrations. Here are two examples. The first one is the camp from the game’s opening section - the second picture ever finished for the project. Some of the mistakes I fixed now are a bit embarrassing. The second one used to be a generic mountain road, just a background displayed as the player rides through the highlands. Now it’s not only adapted to the new visual style of the game, it’s also an actual in-game area, a place which can be explored and interacted with. A year ago I wouldn’t be able to just make this bridge and figure out how to add it to the picture... But here it is. I’m happy. : )
  6. There’s been many changes in Roadwarden’s UI, what’s also tied to the way the game is played. Here you can see the completely changed magic system, the new trading menus, and the redesigned world map. There have been many more changes, and but I’ll save the explanations for the upcoming devlog. All this while I’m also writing new content. This autumn has been great for the game, and no wonder - it synergizes with the color palette I use. ; )
  7. The new title screen, with a slightly altered prologue. I think it looks pretty good, and I still love the music.
  8. It took me a full month, but I’m finished with the Foggy Lake tavern, one of the last large areas in Roadwarden - well, at least when it comes to the things the PC can do here, not its “actual” size. ; ) The keeper of this place knows more about the peninsula than anyone in the North, but she rarely shares her knowledge for free. I was missing this feeling - during the previous few months I was focused on small content chunks and little areas, and now I was able to truly explore this place and the personalities of its dwellers. I’m quite happy with all the unique interactions you’ll find here, inventing them was such a pleasure. I can see how my XP grind affects the structure of specific scenes, as well as the overall quality of writing. It’s been going great, and I’m learning so much! This place is especially unique since some players will reach it after maybe and hour and a half of playtime (or a minute of speedrunning), encountering it as a first large shelter in the game and the introduction to the “civilized” part of the world, while for others it’s going to be a spot reached after 10+ hours, and in such a case its impact will be very different. I had to take both of these scenarios into consideration, and well, I can’t wait to show you the results. ^^
  9. Icon update! After almost two years of thinking there’s “something” wrong with them, I believe that’s a good step. ^^
  10. When your role-playing choice may be used to manipulate an NPC so you can get on their good side... What do you do? Stay honest, or tell them what they want to hear?
  11. One of the things that I really like about the game’s fantasy setting is its almost-post-apocalyptic feel. The overgrowing roads, the abandoned ruins, the secluded settlements, terrifying nights, and the scarcity of resources... Yet it’s not a result of a divine will, a random cataclysm, or of some plan orchestrated by an evil overlord. It’s just a harsh place to live in, and it shapes those who try to do so. The roadwarden is not an almighty hero. While their journeys connect the few tamed scraps of the land, they keep fighting to survive and to achieve their goals, not to conquer the world or to change the “natural” order. There could be thousands of people like them alive, the realm would still struggle. It’s up to you to decide if you’re going to accept it.
  12. Three inns, three different opportunities to hide from the creatures of the night. The obvious differences are the room prices, HP restoration values, and the “breakfast included” service. But there’s more - sleeping in some spots involves unique encounters and conversations, and the prices and benefits change as the player befriends the owners of these places. There are also other areas in the game where the player can find a shelter, but they usually involve a more effort before they get unlocked.
  13. I'm glad you like it! I was wondering about it for months, but I've reached the conclusion that while a die is not very immersive, it helps the player by making it clear what are the rules going on behind the scenes. I think it will have a long-term benefit, since the player will get used to the presence of the icon after some time. (At least that's my hope. ; ))
  14. I’m having a crazy month, but I’ve managed to test some new things. 1) The new d6 icon, that both makes it clear that a choice has a random chance attached to it, and allows me to alter some of the older choices to make them more interesting. It’s especially useful in combat - and gambling. 2) The new “wait” option, a quality-of-life addition to the UI. 3) A WIP illustration. I’m struggling to find a balance between the chaos and emptiness of the wilderness. I'll need to rework it, but I think it's an interesting attempt. October will be one of the loosest months I’ll have in 2020, so I’ll be able to finally focus on the game’s development. I can’t even express how happy I am. ^^
  15. You can now find the newest Roadwarden devlog on https://moral-anxiety.itch.io/roadwarden/devlog/176144/invisible-milestones-roadwarden-devlog , with updates on the new approach to the character’s goals, the crossbow rework, the heart of the forest, the game’s release date, and more!
  16. Thanks a lot! I apologize for the late response, I somehow missed the notification. The Foggy Lake tavern is one of the younger shelters that the roadwarden can visit during their patrols. It used to be a single hut used by the hunters and woodcutters from the nearby village, but quickly proved to be useful for trading. It provided the locals with a spot to barter or, once the palisade was raised, to spend a night and feast. Foggy, a huntress and a fisher, has decided to invest into a more durable building, and then moved in as the keeper. She hopes to turn this place into a large inn, or maybe even a new settlement, though so far it's a distant dream. While the nearby wilderness is rather gentle and the beasts keep their distance, the open access to the lake remains a threat to the dwellers. They leave this place at the end of every fall, moving back in the early thaw. The won't risk being cut away from their old home for months. The actual lake doesn't have a name, but Foggy is a bit vain. Since she knows a lot about the settlements in the North, it may be better to stay on her good side.
  17. Humans try to mark their presence in the world, but their memories and tales dwindle, their bodies wither away, their homes and statues turn into dust. The wilderness prevails, indifferent like time.
  18. Unlike most people, the monks learn to be satisfied with what’s essential for their survival, the simplest foods and shelters. They seek happiness in understanding and accepting things as they are, hidden both in nature and between the lines of the sacred scriptures, studying the mysteries of the world - herbs, crops, magic, beasts, metallurgy... Many of the monasteries are placed on the outskirts of civilization, where the monks explore and tame the unknown grounds. They expect that the other settlements, especially those which focus on food production, will provide for them. In return, the order shares with such villages the fruits of its research, from general guidance to specific inventions. The monks see themselves as responsible for broadening the potential of humankind, even though this perspective is rarely shared by those who don’t follow the teachings of the Church of Truth. Disbelievers claim that too many of the orders aim to gather resources beyond their needs, discarding their grand ideas, and reveal just the scraps of their research, and only when they can’t parasitize their neighbors any further. The lack of transparency sparks distrust, fear, and in some cases - hostility.
  19. The Roadwarden’s world map keeps its original size in the game, so most of its details won’t be noticed without putting your nose against the screen. It’s a shame, honestly, but my goal is to convey the impression of shifting landscape, not to portray the “realistic” geography.
  20. The new version of Roadwarden’s demo is now available on Steam. An additional area to explore, more things to do, better writing, upgraded UI, improved visuals. I’d love to know what you think. : )
  21. The Clean Spear inn. From February 2019 to May 2020. If you think it’s an improvement, you should see the game’s writing. I’ve been grinding some juicy level ups. (New, probably the last, version of demo coming this month.)
  22. I’ve made some fantastic progress this week, but I’m especially happy with introducing the new continue button. One of the best things about making a game that doesn't use a lot of hardware is that you can make it run almost instantly. You won't have to remember where has your last save occurred or which save slot you have used - just click and play. Also, I don’t think there will be a reason to add some semi-skippable animated company logos whenever the game launches, so all it takes from the moment you press the game’s icon to the moment you’re in is like 10-15 seconds. : P
  23. The latest Roadwarden devlog is now available. About the new notifications, clock, font, world map updates, and more.
  24. Villages in Roadwarden are secluded and often self-sufficient, doing their best to utilize their landscape and the nearby resources to their advantage. This also results in the common distrust of strangers, especially of those who attempt to shake the status quo. Even the smaller settlements need to have their guard up, but the high walls are often not enough to keep the beasts, undead, and highwaymen at a distance.
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