Developer's Log - November 2023
One of the biggest bottlenecks in development at this point is data editing and testing. Legends of Astravia uses a lot of custom scripts and data, and as such, this requires closing the game, making edits to code, reopening the game, in an endless cycle during content development. I finally bit the bullet and decided to change how the game handles and loads custom data, and it's likely quadrupled my efficiency. Now instead of needing to constantly close and reopen the game when making edits, I have a couple files I can edit right at runtime.
Additionally, testing battle sequences was a horrifying process. It admittedly lead to me delaying on making cool new battle animations numerous times. Finally, after months of thinking about how I would execute it, I was able to create a proper tool for testing animations. Now I can quickly create and test animations and get through developing new content even faster.
Along with this, I made some much needed improvements to the battle animation code that squashed a lot of the weird glitches and bugs that existed in the last demo.
Fang and I have continued with the game's writing, and are now at the dialogue drafting phase. This is really exciting as the story is starting to unfold into something tangible and game-like. Here's a very serious, 100% accurate preview of what the live story document looks like:
Jokes aside, meaningful exchanges between characters is an important part of Legends of Astravia, and we hope you'll enjoy what we have planned!
I think an unintended benefit of getting away from certain parts of the game for too long is you lose that "developer's bias". Jumping back into the battle system, I quickly noticed a lot of the issues folks experienced during the last demo. I'm making some small adjustments that I hope will make the system more approachable. For example, I noticed that it's not particularly clear when your teammates have already chosen an action--it feels like the game is glitching. Adding the action indicator bubbles just like the monsters have was a trivial change that actually helped a lot:
[hr][/hr] That's all for this devlog. I will be working very hard the next month so that I can hopefully come back with an exciting announcement at the start of next year. Thanks you for your support, and see you in 2024! -Jaiden
[ 2023-12-11 13:30:09 CET ] [ Original post ]
Hello everyone, This is a shorter developers log, but I am happy to report this has been a productive month. A lot of work is still being done "under the hood", and as such there's not quite as much to show.
Backend, Backend, Backend
One of the biggest bottlenecks in development at this point is data editing and testing. Legends of Astravia uses a lot of custom scripts and data, and as such, this requires closing the game, making edits to code, reopening the game, in an endless cycle during content development. I finally bit the bullet and decided to change how the game handles and loads custom data, and it's likely quadrupled my efficiency. Now instead of needing to constantly close and reopen the game when making edits, I have a couple files I can edit right at runtime.
Additionally, testing battle sequences was a horrifying process. It admittedly lead to me delaying on making cool new battle animations numerous times. Finally, after months of thinking about how I would execute it, I was able to create a proper tool for testing animations. Now I can quickly create and test animations and get through developing new content even faster.
Along with this, I made some much needed improvements to the battle animation code that squashed a lot of the weird glitches and bugs that existed in the last demo.
Writing
Fang and I have continued with the game's writing, and are now at the dialogue drafting phase. This is really exciting as the story is starting to unfold into something tangible and game-like. Here's a very serious, 100% accurate preview of what the live story document looks like:
Jokes aside, meaningful exchanges between characters is an important part of Legends of Astravia, and we hope you'll enjoy what we have planned!
Revisiting Battle UI/UX
I think an unintended benefit of getting away from certain parts of the game for too long is you lose that "developer's bias". Jumping back into the battle system, I quickly noticed a lot of the issues folks experienced during the last demo. I'm making some small adjustments that I hope will make the system more approachable. For example, I noticed that it's not particularly clear when your teammates have already chosen an action--it feels like the game is glitching. Adding the action indicator bubbles just like the monsters have was a trivial change that actually helped a lot:
[hr][/hr] That's all for this devlog. I will be working very hard the next month so that I can hopefully come back with an exciting announcement at the start of next year. Thanks you for your support, and see you in 2024! -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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