Dev Diary #2: An Artists Touch
I hope you will forgive my absence in writing. I can assure you that nothing less than a life-changing event could draw my attention away from my responsibilities to you and this games development. A lifechanging event it was; Im married now!
While I could spend all day talking about the experience, I had better begin my foray into the topic of this entry, UI enhancements. If you were around for the introductory devlogs, you might recall a confession; as the lead developer for Court of Ashes, my background is neither technical nor artistic. While C.S. Cratel is a programming whiz, my own journey into game development rests on a foundation of bootstrapping and good-natured gumption. The studio has been fortunate to work with many talented artists, but the job of tying their independent works together into a homogenous whole has been an experience unto itself. Im happy to say that weve reviewed this problem recently, and the project is all the better for it. Court of Ashes UI has recently undergone assessment and refactoring in order to create a better experience for you. To review the previous summit of our best efforts:
We now realize that what we had approached was only a landing by which to climb higher:
C.S. created the mockups needed to give the entire strategy section a facelift. His improvements have given the scene more depth by removing flat maps and scrolls, instead substituting them for layered images and UI overlays. Additionally, the currency stamps are being retired for coins of distinct shape and color for better recognition
To be sure, these features are still being concepted. There are numerous flourishes which can allow these ideas to rise still higher. What can be said is that Court of Ashes is still growing, improving, and reaching the point where its as interesting visually as it is narratively. We've created a UI hub that anchors into the bottom right of the screen. It tracks affinity, turn number, action counts, navigation, and game options without making a huge clutter on the screen. It also animates, making sure each scene is never too static.
The new day end page gives more finality to the day/night cycle than just a black screen fading out.
The dialogue itself is receiving more framing devices and improved texts/margins for readability.
A driving philosophy behind CoA development is to offer something different and exciting to the genre. Just as the decisions the player makes while playing the game matter, we treat every decision that goes into the development of the game as equally impactful. All of this to say that we are still working ever-diligently to make this game still better for you, our most revered players. With kindest regards, Chris Cratel, Cratel Studios
[ 2019-09-07 17:17:09 CET ] [ Original post ]
Hello, Councilors!
I hope you will forgive my absence in writing. I can assure you that nothing less than a life-changing event could draw my attention away from my responsibilities to you and this games development. A lifechanging event it was; Im married now!
While I could spend all day talking about the experience, I had better begin my foray into the topic of this entry, UI enhancements. If you were around for the introductory devlogs, you might recall a confession; as the lead developer for Court of Ashes, my background is neither technical nor artistic. While C.S. Cratel is a programming whiz, my own journey into game development rests on a foundation of bootstrapping and good-natured gumption. The studio has been fortunate to work with many talented artists, but the job of tying their independent works together into a homogenous whole has been an experience unto itself. Im happy to say that weve reviewed this problem recently, and the project is all the better for it. Court of Ashes UI has recently undergone assessment and refactoring in order to create a better experience for you. To review the previous summit of our best efforts:
We now realize that what we had approached was only a landing by which to climb higher:
C.S. created the mockups needed to give the entire strategy section a facelift. His improvements have given the scene more depth by removing flat maps and scrolls, instead substituting them for layered images and UI overlays. Additionally, the currency stamps are being retired for coins of distinct shape and color for better recognition
To be sure, these features are still being concepted. There are numerous flourishes which can allow these ideas to rise still higher. What can be said is that Court of Ashes is still growing, improving, and reaching the point where its as interesting visually as it is narratively. We've created a UI hub that anchors into the bottom right of the screen. It tracks affinity, turn number, action counts, navigation, and game options without making a huge clutter on the screen. It also animates, making sure each scene is never too static.
The new day end page gives more finality to the day/night cycle than just a black screen fading out.
The dialogue itself is receiving more framing devices and improved texts/margins for readability.
A driving philosophy behind CoA development is to offer something different and exciting to the genre. Just as the decisions the player makes while playing the game matter, we treat every decision that goes into the development of the game as equally impactful. All of this to say that we are still working ever-diligently to make this game still better for you, our most revered players. With kindest regards, Chris Cratel, Cratel Studios
Court of Ashes
Cratel Studios
Cratel Studios
2019-10-10
Indie Strategy Singleplayer
Game News Posts 8
🎹🖱️Keyboard + Mouse
Positive
(45 reviews)
https://www.cratel.io
https://store.steampowered.com/app/1098720 
Court of Ashes Depot [1.32 G]
With your king assassinated, and the country in the midst of a war, experience the events that unfurl as one of the five royal advisers now thrust together to create a collective governing council. Manage your resources and allocate them prudently to turn the tides of battle in your favor. Cultivate relationships with your other council members to convince them to support your choices. Filled with narrative-driven interactions and branching choices, Court of Ashes is a turn-based strategy game where you must learn to rule before there is nothing left to rule over.
Choose any one of the five council members to play as and witness the Court of Ashes story through different lenses. Explore how each character has their own ideas about rule and how those ideas manifest into strengths and weaknesses for them. Develop your relationship with each council member to unlock all 60 individualized affinity scenes.
Five Separate Journeys
Choose any one of the five council members to play as and witness the Court of Ashes story through different lenses. Explore how each character has their own ideas about rule and how those ideas manifest into strengths and weaknesses for them. Develop your relationship with each council member to unlock all 60 individualized affinity scenes.
Responsive Storytelling
Discover 18 different endings, with various subendings, driven by your choices. Decide which path to follow in a branching narrative which follows your responses to both the war and the other council members.Continual Discovery
Explore the story a second, third, or fourth time through different characters, approaches to conflict, and alliances. Earn unlockable outfits, starting options, and scenes to enhance each new dive into the choices and experiences of Court of Ashes.Original Soundtrack
Each character has a voice on the council, and those voices come to life through the Court of Ashes OST by Eric Britt of Orchestorm Productions. Sample the diverse voices, themes, and anthems that encapsulate this story by visiting https://soundcloud.com/ericbrittmusic/sets/court-of-ashes-soundtrack.MINIMAL SETUP
- OS: x86 or compatible
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