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Aureus

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  1. Like
    Aureus got a reaction from Mr Poltroon in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    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.
     
  2. Like
    Aureus got a reaction from Chronopolis in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    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.
     
  3. Like
    Aureus got a reaction from Mr Poltroon in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    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.
     
  4. Like
    Aureus got a reaction from Mr Poltroon in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    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.)
     
  5. Like
    Aureus got a reaction from Mr Poltroon in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    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
     
  6. Like
    Aureus got a reaction from Mr Poltroon in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    The game has grown tremendously, though I try to keep everything spoiler-free. : )  For now, how about a tune?
    We want our music to be subtle, not bluntly cheerful, nor overwhelming tense. The today’s example is on the “brighter” side, but we still tried to hide some uncertainty in it. Is “post rock folk” a thing?
     
  7. Like
    Aureus got a reaction from Mr Poltroon in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    For this ScreenshotSaturday, I have a rather large update. And a lot of pictures to show. Too many for a forum post. Oh dear, that must mean... It’s devlog time!
    And here it is!
    I wrote about the map updates, the new armor system, UI adjustments, the new Journal, the most recent WIPs, and recapped the stuff related to the game over screens and the new font.
  8. Like
    Aureus got a reaction from Mr Poltroon in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    In the original “Roadwarden’s” Design Document, there were no game-overs. You could get significantly hurt during your journeys, but never to the point where you’d face a brick wall that would make the further progress impossible. You need to rest and heal your wounds to participate in some events, but you can always move forward.
    I’ve finally decided to change it. In most situations, reaching 0 HP won’t result in an instant death. But in some scripted encounters - usually when facing an overwhelming opponent while being completely unprepared - your character will be broken.
    Still, I hope to make it as player-friendly as possible. Did you forget to save your game? Was autosave ran in an inconvenient spot? You can jump back in time a bit, no strings attached.
    The game now also involves some new systems, like a redesigned “armor level”. I’ll talk more about it in the next devlog.
     
  9. Like
    Aureus got a reaction from Mr Poltroon in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    The development has recently encountered a couple of obstacles and pitfalls, but guess what. I *think* the new version of the demo is working. : ) It still needs some additional testing, would you like to help me with that?
    You can download it here!
    Does it start for you, can you play it? At one point, the Mac version was crushing out after saving. I hope it’s fixed. : P
    ----------------------------------
    And if you wonder what has changed since the last version but you plan to wait for the full game, here are some highlights, just for context:
    the available content has tripled - you can visit four new areas (each one is significantly different) and engage in three complex dialogues that they involve a completely new music was introduced the in-game journal now includes a chapter that summarizes interesting clues related to various NPCs the inventory screen is completely redesigned and much more convenient area illustration and inventory icons were updated text parser that don’t need to support capital letters, like the one in the dolmen, don’t use them anymore various bits of dialogues and interactions were enhanced various spelling / phrasing fixes new menu screen bugs were eliminated - unless?
  10. Like
    Aureus got a reaction from Chronopolis in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    I'm glad it looks interesting to you! : D
    I'll avoid RNG world generation and focus on making a single playthrough (even though it'll involve many decisions and branching) as fun as I can. I generally think that refreshing the game through world randomization is something that should be left for the games that are focused on gameplay or player's own imagination which fills the canvas by itself, and I'm more interested in storytelling and worldbuilding. I myself usually play various games only once, and I think it's OK to have games that are not meant to be played for 80+ hours. : P
    I won't dive into romance. Rather friendships, since they interest me much more... And taking sides. Manipulation. Calculating your approach to various NPCs and role-playing through these decisions. I want to think about dialogues as a part of the core fun, not just a plot delivery tool. Having dialogues lasting for 5, 10, 15 minutes are something to expect. : )
    I had in mind forming parties, but right now I think I should not add it as a minor feature, but rather make it a core of another game.
  11. Like
    Aureus got a reaction from Dreamysyu in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    Roadwarden is an interactive fiction 
    in which you explore and change a hostile, grim realm.

    Everyone knows to stay away from the wilderness. Most people would never risk a lonely journey.
    Roadwardens not only accept this struggle, they embrace it. They deliver messages, assist merchants, burn human corpses and, if possible, get rid of beasts and highwaymen.
    They live on the road, die young or retire early.
    It’s a dangerous job, but a respectable one. And it pays well.

    Main Features:
    Explore and change the world. Travel through a detailed fantasy setting filled with secrets, challenges and uniquely harsh lore. Have immersive conversations. To gain support of dozens of NPCs, you need to earn their trust during complex dialogues and sidequests. Create your own character through role-playing and decisions. Shape your background, abilities, beliefs and personality. Unveil the local mysteries. Investigate, use your wit and make connections to understand the true nature of this realm. Overcome your weaknesses. The wilderness is full of dangers and you can trust nobody. Find your path to success against all odds. You can find more information as well as the free demo on the game's website!






    So, what do you think? Have you got any idea how can we call this game's genre? : P
  12. Like
    Aureus got a reaction from Mr Poltroon in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    The development has recently encountered a couple of obstacles and pitfalls, but guess what. I *think* the new version of the demo is working. : ) It still needs some additional testing, would you like to help me with that?
    You can download it here!
    Does it start for you, can you play it? At one point, the Mac version was crushing out after saving. I hope it’s fixed. : P
    ----------------------------------
    And if you wonder what has changed since the last version but you plan to wait for the full game, here are some highlights, just for context:
    the available content has tripled - you can visit four new areas (each one is significantly different) and engage in three complex dialogues that they involve a completely new music was introduced the in-game journal now includes a chapter that summarizes interesting clues related to various NPCs the inventory screen is completely redesigned and much more convenient area illustration and inventory icons were updated text parser that don’t need to support capital letters, like the one in the dolmen, don’t use them anymore various bits of dialogues and interactions were enhanced various spelling / phrasing fixes new menu screen bugs were eliminated - unless?
  13. Like
    Aureus got a reaction from Mr Poltroon in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    I have just this little thing to share, a hidden in-game detail.
     
    Not every character starts the game with this item, and I’m sure some players won’t notice its hidden interaction. If you wear it, various NPCs react to your presence in new ways.
     
     
    So, are you going to wear it all the time, proud of your beliefs? Are you going to keep it hidden, hoping to avoid quarrels? Is it just a tool for you, something that you hide or show depending on who’s around you?
     
    How do you play your role?
     
  14. Like
    Aureus got a reaction from Emi in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    It’s time to share something larger than a picture. The music presented in Roadwarden’s demo was waiting for replacement. Now we have quite a massive list of original tracks that still need a couple of adjustments, yet are already very close to the game’s heart.
    It’s difficult to select and highlight a single track, but here’s the one that I love the most. It immediately takes me to a wild, dangerous forest. I want to keep the sounds a bit anxious, emotionally vague, without directly telling the players what they are supposed to feel.
    I really like it when fantasy video games don’t sink into the usual epic orchestras.
    So, do you love it, do you hate it? Let me know, I’m so excited to upload it today!
     
  15. Like
    Aureus got a reaction from Emi in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    Hi there!
    I’m currently editing some of the older scenes in the game, including the tutorial-prologue scenes, preparing to share the current version of the game with some testers. There’s so much new content that needs some additional feedback, and I keep finding (and fixing) annoying bugs... I’m both excited and terrified. : P
     
     
     
     
  16. Like
    Aureus got a reaction from Mr Poltroon in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    Would you like to make an offering?
     
     
     
     
  17. Like
    Aureus got a reaction from Emi in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    Hi there!
    I’m currently editing some of the older scenes in the game, including the tutorial-prologue scenes, preparing to share the current version of the game with some testers. There’s so much new content that needs some additional feedback, and I keep finding (and fixing) annoying bugs... I’m both excited and terrified. : P
     
     
     
     
  18. Like
    Aureus got a reaction from Mr Poltroon in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    After over 3 weeks of writing new dialogues, events, items, interactions and one large side quest for Roadwarden, all of this content is finally a part of the actual game.
    Here are some of the latest advancements:
    1. An example of how combat looks in the game. As well as the “escorting” quests. No grinding for XP, no following a character for 5-10 minutes. A couple of simple clicks, decision making and if you can, you prepare yourself before the encounter happens. Nice and sweat, with an open field for role-playing.
     
     
    2. Time is going to matter, just as intended. If you postpone the quest for too long, you can still complete it - but it won’t be a happy end for the quest giver. Also, you can express how your character is perceiving this situation.
     
     
    3. My English improves with practice, and I have in plans taking a huge step back and editing the entire tutorial section. Yikes.
     
     
    4. IDK, I just really like this NPC. : P So far, I like all of my NPCs. You will be able to recognize which ones I don’t like by measuring how little to do and dialogues they have attached to them.
     
     
    5. New inventory section! It still requires some improvements, but it’s not too bad!
     
    I’m really getting better at adding the content to the game files - in the beginning, I was spending days fixing broken code and trying to figure out how it should be actually organized. Now? A couple of mistakes, some oversights, a couple of hours and bam, everything works just fine.
  19. Like
    Aureus got a reaction from Mr Poltroon in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    It’s difficult to decide what to showcase today, I hope it’s fine if I drop a whole bunch of pics:
     
    Here are some of the latest advancements:
    1. The Roadwarden's world is growing! New areas are now also visible on the traveling map.
     
     
    2. I'm currently writing a detailed scene for the ruined village that I've shared here before. The overall "exploration" system of this area is all set and done, and works completely fine. My later edits will surely change various areas and add some new content, but I'm happy about where this is going.
     
     
     
     
    3. The shop screen is now much easier to comprehend and simply prettier. Thanks to the "Trade" button in the quick menu, you can also open the shop without having to choose a specific dialog option during a conversation.
     
     
     
    4. The new section of the journal will now include NPC descriptions and, even more importantly, names. It's a solution born from necessity - I can't expect that everyone is going to remember all the character names and detailed information about them.
     
     
    5. The dialogue I'm currently working on... Is referencing Scottish accents too cliche for fantasy writing in 2019? : P
     
     
    And, of course, new rewrites, bug fixes, new content, quests...
  20. Like
    Aureus got a reaction from Plk_Lesiak in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    I’ve made a huge progress as far as the graphics go. I now have enough material to spend a couple of weeks writing dialogues, encounters and modifying the game’s features. I need to make some large changes, and all of them are going to be great.
     
    Here are some examples of the latest advancements:
    1. The druids’ cave, locked behind a metal door. What can be found inside? Is it just a shelter, a prison, a treasure chamber? After all the first things you see when you get nearby, are the garden patches with herbs and veggies.
    And you can see how much your feedback can impact the picture.

    2. The shop screen is looking much better now, though it still needs some work. Next stop - adding a separate icon to display the money in player’s possession, replacing parts of the item descriptions.

    3. A camp in a destroyed building, a part of the ruined village presented here last week. Iron and steel are rare and valuable resources, no wonder that someone would try to scavenge for them in an old, abandoned settlement.

    I don’t have enough time to take care of all the ideas I want to pursue right now, but there’s a good chance that a new version of the demo is going to be available in August, Though maybe not, maybe I should focus on developing all of the core areas that the player can visit and quests they can be a part of.
    I would love to know what you think!
    (Bonus devlog!)
     
  21. Like
    Aureus got a reaction from Dreamysyu in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    Roadwarden is an interactive fiction 
    in which you explore and change a hostile, grim realm.

    Everyone knows to stay away from the wilderness. Most people would never risk a lonely journey.
    Roadwardens not only accept this struggle, they embrace it. They deliver messages, assist merchants, burn human corpses and, if possible, get rid of beasts and highwaymen.
    They live on the road, die young or retire early.
    It’s a dangerous job, but a respectable one. And it pays well.

    Main Features:
    Explore and change the world. Travel through a detailed fantasy setting filled with secrets, challenges and uniquely harsh lore. Have immersive conversations. To gain support of dozens of NPCs, you need to earn their trust during complex dialogues and sidequests. Create your own character through role-playing and decisions. Shape your background, abilities, beliefs and personality. Unveil the local mysteries. Investigate, use your wit and make connections to understand the true nature of this realm. Overcome your weaknesses. The wilderness is full of dangers and you can trust nobody. Find your path to success against all odds. You can find more information as well as the free demo on the game's website!






    So, what do you think? Have you got any idea how can we call this game's genre? : P
  22. Like
    Aureus got a reaction from Plk_Lesiak in Tales From Windy Meadow [Fantasy/Slice of life/Pixel Art] (finished - on Steam!)   
    Hi there! It’s summer sale on Steam and “Tales From Windy Meadow” is currently 20% off!
  23. Like
    Aureus got a reaction from Plk_Lesiak in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    My “break” is over! I’m back into the full-dev mode and it feels great. <3
    I’m working on the dialogues for the first tavern. There’s a lot of things to talk about and to do here, and guess what. You don’t even Have to come here, and if you’re aggressive toward the innkeeper, you’ll just get thrown out. Choose your Attitudes wisely!





     
  24. Like
    Aureus got a reaction from Plk_Lesiak in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    The new version of the demo is now available, and not only it has multiple minor and major fixes, but also some bits of additional content.
    Unless a large bug will be found, I currently assume that the version 0.3 won’t updated in the nearby future. And it should be able to fairly portray the gist of what I want Roadwarden to be.
    If you haven’t played the demo before, this is the version that I would recommend. However, if you’ve already play it through, you may be interested in checking out the following changelog. A deeper look will be available on Monday, in the new devlog.
     
    The Mac version is now available.
    Though it’s not tested very well. If you find any issues, please let me know.
    The achievements don’t kill you anymore.
    I’m surprised (and relieved) that only one person have encountered this problem. From now on, clicking on the received achievement won’t crash the game.
    You can switch the font to a pixel one.
    Whenever you want, you can switch between a pixel-artish font (which looks nice) and the regular font (which is easier to read). The regular font is still used by default.
    Now you can actually beat the game! (and unlock the worst endings)
    A new icon on the map allows you to complete the game, even in the very first morning. The “ending” section doesn’t have illustrations yet, but is altered by the goal that you’ve chosen for your character.
    Added new travel descriptions.
    If you’re in the Southern Crossroads and move either to the dolmen or the tavern for the first time, you’ll see examples of the new travel descriptions. This tool will also make random encounters much easier to implement.
    Added a couple of options to the dolmen.
    Parsers in the dolmen respond now to more commands. Also, a small bug involving the secret was fixed.
    Rolling back works better with various menus (like map and sleeping).
    Using a mouse or keyboard to “roll back” when a map or other complex menu are displayed sometimes created issues. From now on, it will only close the displayed menus, without instantly jumping back.
    Pointing at your HP is now more elegant.
    It won’t cover the main narration and is generally more responsive.
    Fixed some typos and rephrased a couple of things.
    Among the major changes - the inventory descriptions are now significantly more polished and the “choices” are more consistent.
     
    And here is the latest devlog, portraying the problems with labeling the game through traditional genres.
     
     
  25. Like
    Aureus got a reaction from Plk_Lesiak in Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]   
    Hello, hello!
    It was a busy week and I think I should start writing devlogs about the game’s development, highlighting new features and the general progress. I’d like to share the first post like this starting next week. : )
    The coolest part of this week, however, was working on the new picture for the game. Do you remember my castle-tavern? I wanted to draw its interiors. The first attempt, which displays the exteriors as well, was a failure. It doesn’t allow to show that many details and limits the scope of furniture while also ruining the proportions, even if I’d add buttons allowing to hide and show specific floors.
     
    But the new one feels great to me. For me, it feels cozy. It feels like I can’t help but imagine all the stories that started (or ended) here.
     
    What do you think? Do you like it?
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