Developer's Log - September 2021
I am curious about what kind of content gamers looks for in Early Access, so I made a small poll. (Hosted on Strawpoll) This will help me make a determination on pricing, timing, and release for Early Access. Please vote (and vote honestly!) if you have a chance. Now on to the progress!
This month consisted mainly of reworking some menus. The Essence menu was one of the first to get some attention. Legends of Astravia uses a unique skill system similar to Final Fantasy 7's "Materia", where abilities can be given to any character without any need for specific builds or skill trees. This is to allow the player to pick their favorite characters and mix up combat through variation in character's stats and types without any real disadvantage in switching them around at any point in the game.
While the system itself had its programming finalized, the menu was also reworked, and is significantly more pleasant to interact with than in the alpha build last year.
In the first iteration of this system, it was almost identical to materia in that you had to "level up" an Essence by using it in battle. After some feedback from testers, it was decided that something akin to Paper Mario's badge system would be better. So, instead, skills are enhanced by equipping multiple Essence instead.
This offers a couple advantages. The first is that it rewards players who explore and engage in the overworld; unlocking essence in other ways than just winning battles. The second is that it reduces grind. If you find a new essence, it's an immediate reward and advancement, instead of requiring additional, repetitive combat to make it useful.
Something that has been on the list for a while, but not possible without putting the final revisions on Essence, was passive abilities. Some essence will provide more than just abilities you can use. Instead, they'll provide special effects that offer some enhancement in battle. Some of these effects will work better on some characters than others, and may lead to some interesting and powerful combinations.
An example of the Channel passive ability, which converts damage into Mystic Energy.
Equipment, like Essence, has had its systems finalized and its menu completed. Characters are only limited in their weapon choices, but any character can equip any type of armor. Certain armors and accessories offer advantages in particular stats, which allows building any of your party members in the way you want, without being gated by classes:
And like the Essence menu, this one received some pretty big enhancements over the previous one:
Battle effect animations were optimized in ways that will make development easier in the future. Their zoom factor has also been made modular, allowing for cleaner looking effects over the hyper-zoomed battle sprites:
While in these parts of the code, I also changed how status effects behave. Now there's a clear indication when a state has been applied to a character:
The victory screen was both ugly and slow. Two separate screens for experience and spoils made exiting battle cumbersome. An extra button press has been eliminated by showing all of this information on one screen. Plus, your entire party--active and inactive characters alike--will gain some experience after every battle.
And that's all for now! I look forward to sharing more with you all next month. Thank you for your continued support and patience. -Jaiden
[ 2021-10-01 12:42:28 CET ] [ Original post ]
Hello everyone. Here is this month's development progress update. Development has continued at a good pace, and the goal is still to have the public demo and Early Access ready by December. But delays are always possible given my development situation, so I will not be formally announcing this until it is certain. Keep an eye out for any announcements here or on the official Twitter page.
Early Access Expectations Poll
I am curious about what kind of content gamers looks for in Early Access, so I made a small poll. (Hosted on Strawpoll) This will help me make a determination on pricing, timing, and release for Early Access. Please vote (and vote honestly!) if you have a chance. Now on to the progress!
Essence System and Menu
This month consisted mainly of reworking some menus. The Essence menu was one of the first to get some attention. Legends of Astravia uses a unique skill system similar to Final Fantasy 7's "Materia", where abilities can be given to any character without any need for specific builds or skill trees. This is to allow the player to pick their favorite characters and mix up combat through variation in character's stats and types without any real disadvantage in switching them around at any point in the game.
While the system itself had its programming finalized, the menu was also reworked, and is significantly more pleasant to interact with than in the alpha build last year.
Less Materia, More Badges
In the first iteration of this system, it was almost identical to materia in that you had to "level up" an Essence by using it in battle. After some feedback from testers, it was decided that something akin to Paper Mario's badge system would be better. So, instead, skills are enhanced by equipping multiple Essence instead.
This offers a couple advantages. The first is that it rewards players who explore and engage in the overworld; unlocking essence in other ways than just winning battles. The second is that it reduces grind. If you find a new essence, it's an immediate reward and advancement, instead of requiring additional, repetitive combat to make it useful.
Passive Abilities
Something that has been on the list for a while, but not possible without putting the final revisions on Essence, was passive abilities. Some essence will provide more than just abilities you can use. Instead, they'll provide special effects that offer some enhancement in battle. Some of these effects will work better on some characters than others, and may lead to some interesting and powerful combinations.
An example of the Channel passive ability, which converts damage into Mystic Energy.
Equipment and Menu
Equipment, like Essence, has had its systems finalized and its menu completed. Characters are only limited in their weapon choices, but any character can equip any type of armor. Certain armors and accessories offer advantages in particular stats, which allows building any of your party members in the way you want, without being gated by classes:
And like the Essence menu, this one received some pretty big enhancements over the previous one:
Effects Improvements
Battle effect animations were optimized in ways that will make development easier in the future. Their zoom factor has also been made modular, allowing for cleaner looking effects over the hyper-zoomed battle sprites:
Status Effect Text
While in these parts of the code, I also changed how status effects behave. Now there's a clear indication when a state has been applied to a character:
Victory Screen
The victory screen was both ugly and slow. Two separate screens for experience and spoils made exiting battle cumbersome. An extra button press has been eliminated by showing all of this information on one screen. Plus, your entire party--active and inactive characters alike--will gain some experience after every battle.
And that's all for now! I look forward to sharing more with you all next month. Thank you for your continued support and patience. -Jaiden
Legends of Astravia
Studio Alemni
Studio Alemni
2022
Indie RPG Adventure Singleplayer
Game News Posts 45
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
No user reviews
(0 reviews)
https://www.studioalemni.com/astravia
https://store.steampowered.com/app/1233680 
Lost within the turmoil of Astravia's past, you and your companions must find a way to unite its people before the Cataclysm brings about another age of ruin.
Thus, the wandering mystician Oliver must tread with caution as he escapes the woods of a Valican territory. Spared by a mysterious assassin and at a loss as to how he got there, the stakes are raised even higher when Oliver realizes he must pass through Valica's capitol in order to find answers about his own origins.
Features
- Exciting, timer-based battle system that relies on quick decision making. The twist: you control the timer; no more waiting for a bar to fill up or for turns to pass.
- A varied cast of playable characters, each with unique combat styles and unique abilities to help you craft the perfect team.
- Vast, explorable world filled with dungeons, caves, and towns. There are challenging puzzles to solve and treasures to find in every corner of Astravia.
- Avoidable enemy encounters. Choose your own playstyle instead of being at the mercy of randomized, repetitive gameplay.
- Modular skill system that allows you to swap abilities between characters, so you never feel locked in to a particular “build”.
- An engaging story supported by varied side-quests. Alongside a fulfilling main quest, meet characters all over the world with their own side-quests and special rewards.
Story
The world of Astravia is in conflict; severed by unrest between mysticians and humans who fear their magic. Once seen as heroes, the flow of time eroded mysticians’ feats into myth, and so anyone who shares their likeness in the present day must instead hide from the ruling country of Valica and its brutal knights.Thus, the wandering mystician Oliver must tread with caution as he escapes the woods of a Valican territory. Spared by a mysterious assassin and at a loss as to how he got there, the stakes are raised even higher when Oliver realizes he must pass through Valica's capitol in order to find answers about his own origins.
Chapter 2 & 3’s synopses will be revealed prior to their release.
MINIMAL SETUP
- OS: Ubuntu 20.04 LTS
- Processor: 1.5 GHz Dual CoreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 720p Screen Resolution
- Storage: 600 MB available spaceAdditional Notes: Not all Linux versions have been tested. Listed versions are confirmed working. Other distros may work. but are not officially supported yet.
- OS: Ubuntu 20.04 LTS
- Processor: 2.0 GHz Quad CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Dedicated Card. 1080p Screen Resolution
- Storage: 1 GB available spaceAdditional Notes: Not all Linux versions have been tested. Listed versions are confirmed working. Other distros may work. but are not officially supported yet.
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