Developer's Log - September & October 2023
Fang sorted through and put together dozens of battle animations. I look forward to bringing these fancy effects into the game soon so you can see them in action:
Fang and I have spent a lot of our time in the past few months working on the game's writing. We thought we had it down a few times, but there were still some things that didn't quite feel right. While this is part of the reason development has been drawn out so long, I think writing is one of the most important aspects of an RPG often overlooked. We're feeling really good about where it is now, and solved a lot of the game's major issues. Nailing the nostalgia factor while avoiding falling into tired RPG tropes and dull characters is an incredibly challenging thing to do, but thanks to Fang's expertise in story structure, we've got something really great now--all the way through the later parts of the game. We've almost put the bow on the full game outline, and when we do that, we're good to continue strong with the game's content.
I started implementing some battler sprites this month, and completed the main character's basic movesets:
New enemies are finally beginning to take form as well (which means no more damn mushrooms in every single promo shot of the game):
When the demo is made available again, we'll have some new promotional art. This has actually been in the works since the beginning of the year. Ryuuen put together the piece's linework, and I've been coloring it. It's too soon to reveal it, but here's a silly teaser in the meantime:
Earlier this year we took the Demo from February 2022 down in favor of the changes we've been making--mainly, the new lovely 16bit pixel art and story adjustments. It is long overdue for its re-release. Unfortunately, as you can see, I didn't quite meet the goal to make it live for the fall NextFest. While this is not an announcement by any means, we are shooting for the spring NextFest for the demo's glorious return instead. Again, this is not a guarantee, but we are really hoping to get it launched then. An announcement will come closer towards the end of the year if we stay on target. That's all for now! Thank you as always for your patience and support. -Jaiden
[ 2023-11-06 13:27:22 CET ] [ Original post ]
Hello everyone, This is indeed another combined two-month devlog, sorry to keep you all waiting. Things have been immensely chaotic, making it difficult to round up progress. But no matter how quiet it gets on social media and update channels, the game is always being worked on! Fang and I did some really cool stuff the past two months, and we made some interesting discoveries about the best way to deliver this massive game. I do hope it will make the wait worthwhile. Let's take a look at some progress, and some info regarding the demo that was due for the fall.
Development Progress
Animation Graphics
Fang sorted through and put together dozens of battle animations. I look forward to bringing these fancy effects into the game soon so you can see them in action:
Writing
Fang and I have spent a lot of our time in the past few months working on the game's writing. We thought we had it down a few times, but there were still some things that didn't quite feel right. While this is part of the reason development has been drawn out so long, I think writing is one of the most important aspects of an RPG often overlooked. We're feeling really good about where it is now, and solved a lot of the game's major issues. Nailing the nostalgia factor while avoiding falling into tired RPG tropes and dull characters is an incredibly challenging thing to do, but thanks to Fang's expertise in story structure, we've got something really great now--all the way through the later parts of the game. We've almost put the bow on the full game outline, and when we do that, we're good to continue strong with the game's content.
Battler Sprites
I started implementing some battler sprites this month, and completed the main character's basic movesets:
New enemies are finally beginning to take form as well (which means no more damn mushrooms in every single promo shot of the game):
New Promo Art
When the demo is made available again, we'll have some new promotional art. This has actually been in the works since the beginning of the year. Ryuuen put together the piece's linework, and I've been coloring it. It's too soon to reveal it, but here's a silly teaser in the meantime:
Tentative NextFest Plans & Demo Relaunch
Earlier this year we took the Demo from February 2022 down in favor of the changes we've been making--mainly, the new lovely 16bit pixel art and story adjustments. It is long overdue for its re-release. Unfortunately, as you can see, I didn't quite meet the goal to make it live for the fall NextFest. While this is not an announcement by any means, we are shooting for the spring NextFest for the demo's glorious return instead. Again, this is not a guarantee, but we are really hoping to get it launched then. An announcement will come closer towards the end of the year if we stay on target. That's all for now! Thank you as always for your patience and support. -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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