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Name

 Shards of the Past 

 

Developer

 Garou24 

 

Publisher

 G24 Games 

 

Tags

 Action 

 Indie 

 Strategy 

Casual 

 

RPG 

 

Adventure 

 

Simulation 

 

Free to play 

 

Sports 

 

MMO 

 

Racing 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 Coming soon 

 

Steam

News

 4 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/2425720 

 


LINUX STREAMERS (0)




0.4.0 Development Update 1

I wanted to post an update to share some details for the next content release 0.4.0. I am working on finishing the renders as well as dialogue and some code for the campsite scenes. These are various scenes that you will see if you decide to skip the random encounters. I am making sure the dialogue works for when you choose to avoid an encounter and also for if you are kicked out such as case with some choices from the Raelynn encounter.

Along side this work is development for the continuation of the story as you and your group finish your trip to Castle Helmsworth and will have to deal with the situation there. I will have more details in future development updates.

I am planning to release the campsite scenes ahead of the 0.4.0 release. It will also include numerous other updates to the game and interface.



Ongoing Updates


  • Changed the links to the Preferences screen as well as the screen title to now say Options. This is inline with the main menu naming and buttons.
  • Added a Text Size slider to the Options screen to increase the font size for dialogue text. The Lowest setting is the current text size and it grows larger from there. (This is for in game dialogue only, menu text and choices remain unchanged since increasing that would cause display issues on the screens.)
  • Added a Name Save Files setting in the Options screen that allows you to enable or disable the prompt for a filename for your saves. (Save Names are on by default)
  • Fixed an issue with the labels for the Gallery Images that was preventing them from displaying correctly.
  • Updated sub menu font and color for text to match the main menu screen.
  • The background images for the Main Menu have been updated and will now start at a different part of their rotation each time the game loads.
  • Updated the warning screen to expand on some of the darker themes that appear in the game.
  • Fixed a few lines of Damerek dialogue to make them more consistent.
  • Fixed a Moria image where she still had her original version's brown eyes.
  • Fixed a few images that had certain character's hair poking through their faces.
  • Updated the Jonah gravesite images to have a small stack of stones instead of a cross.


Gallery Names


Font Size Slider and Save Name Enable/Disable


Font Sizes



Updated Menu
[previewyoutube=JkcF72_Euiw;full][/previewyoutube]


[ 2024-05-05 21:52:23 CET ] [ Original post ]

Chapter 3 Development Update: Version 0.3.1 released

Set out on the road and play two paths with either Damerek or Branson as you head towards Castle Helmsworth. Explore some of your own character's past and get answers to some questions while prompting many more. Conflict between elves and humans spills over as you learn of a new antagonist as well as get a brief introduction to a possible future companion. Discussion with Qinara and Damerek will add to their backstory and also show you that there is more to their past that needs to be explored.

NOTE: This version contains the first of hopefully many Random Encounters. During the story you are prompted to Investigate or Continue on your Journey. Continuing will eventually lead to skipping the encounter and continuing on to a campsite scene for you and your group. These campsite scenes are currently still a work in progress so they will be added in a follow up patch. Ending up at one of these scenes will notify you that the content is coming and then take you back to the start of the encounter so you can choose another option. Future updates will include new encounters to add to the list of possible scenarios so that when replaying different paths you will see different content even if you chose the same choices as before.

This release contains the following new content and updates:

Images: 1,549 new story renders added and 1 movie (3,630 Images total)

Audio files: 28 new music tracks and 11 new sound effects

Word Count: 29,000 added (84,000+ total)

New Gallery Images: 5

New Achievements: 3

Revised Main Menu

Grammar updates for previous content

Fixed a line of dialogue after losing the tavern fight that should not have displayed if you lied to Qinara about not helping Damerek.

Fixed an error with a journal variable for Damerek from version 0.2.0

Updated Ren'Py version to 8.1.3

---------------------------------------------------------------
With the release of version 0.3.1 the next steps are to finish the campsite branches and scenes for if you decide to skip an encounter. Following that will be the next major update 0.4.0 which I plan to be the Steam Release.

As far as advancing the story and the upcoming content, the next release 0.4.0 will have you arriving at Castle Helmsworth and hopefully performing a rescue of sorts. Damerek and Branson paths will have different events that will provide more details and flashbacks into both of their pasts. The last little bit of travel for you and your group will help provide a little more detail and backstory for many of the characters, because once you arrive at Castle Helmsworth to help Branson's family, there will be some pivotal choices that will change the direction of your story significantly. The pacing will change somewhat as we have learned enough of many of the characters and the world they live in to start to have a good foundation for the lore. We will see a new cast of characters with Branson's sister Kaela, her handmaid Moria and his mother Elwyn taking an active role in the events that unfold.


[ 2024-04-15 21:38:26 CET ] [ Original post ]

Chapter 3 Development Update: Closing In


I wanted to give a report on development as we are nearing release of the next content update. If you have not read the previous update, you can do so here. All of the details for the path and direction of the next release has not changed except for the number of random encounters. Originally I was trying to write, pose and render the first three different encounters to be put in the random encounter pool. The encounters are large in size and it soon became apparent that trying to cram all of them into one release was just going to cause a much longer delay. So I decided to stagger them to help shorten the time needed to release game updates. In the upcoming version 0.3.0, the system is in place for random encounters, but there will only be one that is available. This one will give you a close view of some of the conflict your character will be pulled into as well as introduce another main character and potential love interest for further in the story. The following release of version 0.4.0 will include a second random encounter to be added to the pool, unless I can release that sooner on its own. And then another one in the release following that. This way by the time in the story another encounter would trigger, the random pool will have a few options to choose from and the releases do not get held up trying to create all the encounters at once. After a second encounter is added, if you were to start a fresh playthrough or were playing for the first time, you would have more than one option for the first time an encounter is triggered.



Along with the encounters I have created optional paths for if you want to avoid them. These will lead to your group finding a spot to camp for the night. This update will have a scene like this for each of the different paths. While shorter than doing a full encounter, they will offer new information and background for the various characters in your party. Also as your relationship with certain individuals progresses these overnight scenes will provide other opportunities as well.



I have updated the main menu and reduced the size of the platform links at the bottom so they do not take up as much room. I took out the black buttons so more of the background shows through. I want to add more images, especially some that will unlock as you progress through the story, but that can wait for another time.

I want to overhaul the in-game journal and turn it into more of a Codex instead of the play by play history it feels like now. I am thinking of including maps of where you have been in your journey, write ups on the various factions as well as stats for the characters you meet along the way. With a rework on the horizon I decided not to spend time working on journal entries for this release since they would end up being scrapped for the new system later.

Achievements and gallery images have been created and added. Currently the update is getting close to 30,000 words added with 1,100+ images. Many more are queued up and there is still a chunk left to pose. This does not include the images that were created for use in the Stay With Me video as those will be converted into the video file.

That main push now is finishing renders for all the various paths and alternate scenes as well as music and sounds. I added some more images below and tried to pick some that do not give too much away as well as a link to the latest clip from the video. Feel free to message, comment or post in discord if you have any questions or want to discuss anything.









[previewyoutube=y3Y95ZHsuzc;full][/previewyoutube]


[ 2024-02-24 05:21:29 CET ] [ Original post ]

Chapter 3 Development Update: On the Road Again


Hopefully by now you have had a chance to play through the demo of Shards of the Past. (Chapters 1 and 2) If not, you might want to hold off on reading this update so as not to spoil anything for yourself. We have seen the introduction of a few characters and some of their backstory as well as details into the time period of the world they inhabit. Your character has also taken on a task that will kick start your adventure, whether you did so willingly or not was up to you.



Branson was a wildcard since much of what you learned was through him and sometimes things didnt happen exactly as he was telling you. The choices you made during his flashbacks determined how certain scenes will play out in the future. Will he be a possible, if not arrogant, ally? Someone who at least was willing to show mercy to Caleb during the execution and immediately came to his sisters rescue. Or will he be a possible enemy you must watch out for? Someone who was willing to execute a young boy and stood by watching while Kaela was attacked for his own perverse desires for his sister. This is a person who, based on some of your previous choices, might be traveling with you. Can you depend on him if the situation arises?



Chapter 3 development has been coming along nicely and this update is shaping up to be a large one. We currently have two main paths that depend on your choices from Chapter 1, traveling with either Damerek or Branson. These paths are further split with many scenes and dialogue variations depending on your previous choices. Scenes have been written to further give us more information about both of these characters and their backgrounds. While on the road traveling to Castle Helmsworth you will have the chance to learn more about Bransons history and his familys conflict with the elves. Your choices for him during the previous flashbacks in Chapter 2 will also change details of his background story as well as how he will react during encounters during your travels. While traveling with Damerek you have the opportunity to try and find out more details of his past as well as set the foundation for a possible side quest and future path. Talks with Damerek while traveling, as well as at night at the campsite, will allow you to slowly earn more of his trust and learn just why he is so far away from home and what he might be hiding from you. Both of the main paths will have scenes as well as a flashback that detail how your character and Qinara met, plus some of the details of your character's origin. On top of this will be a dream that your character has that will give some hints as to where he came from. A large bulk of this content has been written and coded with images to go along with it.



I have been working on writing dialogue and code for the random encounter system I want to implement starting in this update. My goal is for each Act of the story to have a pool of encounters that you can possibly see while you travel from major story points in the game. The first example of this will be on your way to Castle Helmsworth you will encounter people or an event taking place. This will be randomly pulled from the list of possible encounters for Act 1 to improve replayability of multiple playthroughs. The event itself will also have changes depending on if you encounter it in Chapter 3 or later in chapter 4 or 5 as changes and choices you have made will create variations on scenes in these encounters. When you come across one of these encounters you will have the option to continue and play out the encounter or to avoid the situation and continue on your travels. The encounters contain a good amount of content and will also serve to introduce possible new characters, give lore and history to the world and recent events as well as provide the opportunity for you to learn more and grow closer to certain companions. Examples for Act 1 involve coming across an encounter on the road and when choosing to participate, playing out the scenes for that encounter as well as an overnight stay somewhere followed up by morning after scenes and then your group heading back out on the road. If you choose to avoid an encounter then your group will continue on their way and set up camp somewhere on the way to Castle Helmsworth or their current destination. Campsite scenes also provide different scenes and dialogue than the encounters will and will also give important character background details as well as grow closer to certain individuals. The goal is for participating in and avoiding encounters to both feel rewarding.



Some dialogue that the elves speak will be in their elvish language, especially when they don't want humans to understand what is being said. I have been testing various fonts to try and find one that works as an elven language. Many times this will also be presented with translated text for us the players to read, but in some situations you might need to rely on Qinara or others to translate what is being said. I have been doing a lot of work in Unreal Engine and Blender to learn enough of both of these applications so I can create and export new scenes for use in Daz Studio which is the program I mainly work in for creating the visuals. Chapter 2 saw a few new custom music tracks I created and I am working on developing more for chapter three. One such track I created is a 4 minute long(skippable if you desire) montage of Qinara singing a song in elvish that will be used during a flashback. I have included a small demo of the first minute of the song.

[previewyoutube=uFhYThA-2ww;full][/previewyoutube]


[ 2023-11-27 22:59:08 CET ] [ Original post ]