Castlevania Dungeon Forums

The Castlevania Dungeon Forums => Hardcore Gaming 101 => Topic started by: olrox2 on April 22, 2014, 12:17:11 PM

Title: Savage :The Shard of Gosen
Post by: olrox2 on April 22, 2014, 12:17:11 PM
I discovered the project on greenlight, sounds like a retro Platform game.

https://www.youtube.com/watch?v=Pit_EbwtLHk (https://www.youtube.com/watch?v=Pit_EbwtLHk)

Looks like it might be a good game.Voted for it.It has a bit of the first castlevanais feeling, and other references.
Title: Re: Savage :The Shard of Gosen
Post by: X on April 22, 2014, 05:23:19 PM
Personally I'm not really seeing much of Castlevania in there. However this game is literally screaming 'CONAN: The Barbarian' and it looks pretty sweet too! Awesome find olrox2  :D
Title: Re: Savage :The Shard of Gosen
Post by: Thy Gory Rory on April 22, 2014, 09:05:02 PM
Nice! Deff' see a little bit of Rastan or Rygar in there. Either way, very retro influenced!
Title: Re: Savage :The Shard of Gosen
Post by: Inccubus on April 23, 2014, 01:47:01 AM
Very cool. Looks like they drew some inspiration more from Ghouls 'n' Ghosts rather than CV, but that's not a bad thing at all.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on October 29, 2014, 07:23:27 AM
Sorry for dredging up an old topic - but I just found this and got excited (frequent lurker, first time caller, developer of Savage: The Shard of Gosen). Thanks olrox2, for posting about this and for voting! And thanks everyone else for checking it out!
Title: Re: Savage :The Shard of Gosen
Post by: Lelygax on October 29, 2014, 08:05:53 AM
Cool, we've been noticed lol
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on October 29, 2014, 08:45:33 AM
Cool, we've been noticed lol

Haha! My sentiments exactly when I saw this topic  :)

Since this is up here, I'd like to share the latest update for anyone who might be interested:

https://www.youtube.com/watch?v=W4lRohhuoWg (https://www.youtube.com/watch?v=W4lRohhuoWg)
Title: Re: Savage :The Shard of Gosen
Post by: Lelygax on October 29, 2014, 09:20:31 AM
This games looks so fun, that comic stuff when you jump on enemies heads and the tent door reminds me of Joe & Mac  ;D

Your enemies seems to be smart too, also you can do all sort of things. I f you excuse me, when you started this project? How many people are on your team? Thats amazing!

Its so cool that you are showing so openly your project, can completely inspire some guys that want to do a game.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on November 02, 2014, 08:49:16 AM
This games looks so fun, that comic stuff when you jump on enemies heads and the tent door reminds me of Joe & Mac  ;D

Your enemies seems to be smart too, also you can do all sort of things. I f you excuse me, when you started this project? How many people are on your team? Thats amazing!

Its so cool that you are showing so openly your project, can completely inspire some guys that want to do a game.

Thanks Lelygax!

I'm building it in Gamemaker: Studio (I use GraphicsGale for sprites, Pyxel Edit for tiles, and mostly Reaper with some plugins for sound and music production). I've been working on it for the past four years, though it started as a hobby project. It's only been the past two years that I've gone full-time on it, and that's where it's really been taking shape.

I'm the only one working on it (art, code, sound, music, etc.).

This is the first time I've ever attempted anything like this, so I wanted to share the whole process with videos like that, live-streams and such.

Thanks very much for the feedback! :)
Title: Re: Savage :The Shard of Gosen
Post by: Lelygax on November 02, 2014, 09:50:40 AM
Amazing indeed, its very difficult to do something 100% original, even more being the only one.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on December 26, 2014, 01:32:18 PM
Thought I'd post some .gifs and project updates for the holidays! Hope everyone's having a great holiday season this year!

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fstatic.squarespace.com%2Fstatic%2F5190eaafe4b02ecd0eaa56a3%2Ft%2F549dc8c6e4b0a47d0ae1ca1c%2F1419626727394%2F%3Fformat%3D750w&hash=a80c4ab988f5478e1ab9275d085f1a71)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fstatic.squarespace.com%2Fstatic%2F5190eaafe4b02ecd0eaa56a3%2Ft%2F549dc929e4b06f75a6ebca05%2F1419626860175%2F%3Fformat%3D1000w&hash=39515bc75f07993d7aec4d8204de2975)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fstatic.squarespace.com%2Fstatic%2F5190eaafe4b02ecd0eaa56a3%2Ft%2F549dc9a1e4b0663b547a029e%2F1419626952082%2F%3Fformat%3D1000w&hash=a8f0f9c21865f7ba40a5b2e75d780656)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fstatic.squarespace.com%2Fstatic%2F5190eaafe4b02ecd0eaa56a3%2Ft%2F549dca6ce4b09ca9ce62c459%2F1419627166543%2F%3Fformat%3D1000w&hash=0a2fa59a87c87895fbe606dca5054cdd)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fstatic.squarespace.com%2Fstatic%2F5190eaafe4b02ecd0eaa56a3%2Ft%2F549dcc25e4b00c1193a95e69%2F1419627559719%2F%3Fformat%3D1000w&hash=44a56be0bb703bf11c3b91ddb9b802f2)

P.S. - For the full post, you can go here: http://www.planettobor.com/savage-devlog/2014/12/26/new-tilesets-areas-and-such (http://www.planettobor.com/savage-devlog/2014/12/26/new-tilesets-areas-and-such)
Title: Re: Savage :The Shard of Gosen
Post by: X on December 27, 2014, 11:24:42 AM
Haha! Now there's using a Velociraptor as a weapon.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on March 02, 2015, 09:59:09 AM
Just posted a new devlog for anyone interested containing a TON of new updates!
http://www.planettobor.com/savage-devlog/2015/3/2/huge-world-and-content-update (http://www.planettobor.com/savage-devlog/2015/3/2/huge-world-and-content-update)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fstatic1.squarespace.com%2Fstatic%2F5190eaafe4b02ecd0eaa56a3%2Ft%2F54f4921ee4b013baf40b9f5b%2F1425314445356%2F%3Fformat%3D750w&hash=8a2f7197825155b998a38bd3840e22ef)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fstatic1.squarespace.com%2Fstatic%2F5190eaafe4b02ecd0eaa56a3%2Ft%2F54f4916de4b08ec9ae165dae%2F1425314254447%2F%3Fformat%3D750w&hash=7e88bfa9a6fac5e1eb0faeae5c802473)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fstatic1.squarespace.com%2Fstatic%2F5190eaafe4b02ecd0eaa56a3%2Ft%2F54f4908ae4b04ab92e1e7679%2F1425313981208%2F%3Fformat%3D750w&hash=328af19be634ff52e34b8dee9155aa22)
Title: Re: Savage :The Shard of Gosen
Post by: X on March 02, 2015, 10:12:46 AM
Thanks for the 'Gifs' lol. If and when I ever get the chance to play this game I'll know what to do in certain situations. Also the bottom-most Gif reminds me of the Rift in Skyrim.

Title: Re: Savage :The Shard of Gosen
Post by: toborprime on March 02, 2015, 11:06:46 AM
Also the bottom-most Gif reminds me of the Rift in Skyrim.

Sweet! I definitely wanted that 'feel' and I looked at reference screenshots from the Rift (and Skyrim in general) for this particular zone.
Title: Re: Savage :The Shard of Gosen
Post by: KaZudra on March 02, 2015, 11:38:26 AM
This looks seriously cool, it's a great mix between many good 2D titles, can't wait to dig in
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 29, 2015, 01:11:06 PM
Thought I'd share some screens from the latest update!

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fstatic1.squarespace.com%2Fstatic%2F5190eaafe4b02ecd0eaa56a3%2Ft%2F560aca3ce4b07dc30d2d9f1d%2F1443547793200%2F%3Fformat%3D750w&hash=5e26cc071715dd47d391e2262ae4cb30)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fstatic1.squarespace.com%2Fstatic%2F5190eaafe4b02ecd0eaa56a3%2Ft%2F560acc19e4b030998f9eeb82%2F1443548244376%2F%3Fformat%3D750w&hash=a05b4182e789465010431ff636458def)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fstatic1.squarespace.com%2Fstatic%2F5190eaafe4b02ecd0eaa56a3%2Ft%2F560aceb9e4b05c1a2f53438d%2F1443548873996%2F%3Fformat%3D750w&hash=20ae8220d0e190670168924f60030ca1)

Lots of new stuff, plus, taking a stab at lessening the stigma of the dreaded "water level"  :P  ;D
Title: Re: Savage :The Shard of Gosen
Post by: piscesdreams on September 29, 2015, 03:21:29 PM
Looks cool. What engine are you developing this in?
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 29, 2015, 03:27:23 PM
Looks cool. What engine are you developing this in?

Thanks Pisces :) Game Maker: Studio
Title: Re: Savage :The Shard of Gosen
Post by: piscesdreams on September 29, 2015, 03:31:21 PM
Good stuff. I had not heard of this game until now. Looking forward to seeing more. :)
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 29, 2015, 03:54:46 PM
Thanks! I'm looking forward to showing more (and finishing, argh).

Anathema looks rad! Especially the presentation!
Title: Re: Savage :The Shard of Gosen
Post by: piscesdreams on September 29, 2015, 04:07:42 PM
Thanks! I'm looking forward to showing more (and finishing, argh).

Anathema looks rad! Especially the presentation!

How far along are you in development? I saw on the Kickstarter page you pretty far along at the time.

Thanks very much! I can't wait to show off the revamp.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 29, 2015, 04:12:26 PM
It's really hard to quantify -- but I am definitely over 50% there. Mostly a content grind now - need more baddies, more levels, a few more bosses, etc. Systems are all in there and working 100%  :)
Title: Re: Savage :The Shard of Gosen
Post by: X on September 29, 2015, 07:03:10 PM
Mostly a content grind now? Sweet! What about the occasional bug or glitch? did you work out as much as you could?
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 30, 2015, 05:26:53 AM
Mostly a content grind now? Sweet! What about the occasional bug or glitch? did you work out as much as you could?

Argh! Good point! I should ammend that to "Mostly a content grind now AND quite a few coats of polish/bug fixing". There are still a bunch of bugs/glitches/issues hanging around that need to be addressed for sure.  :'(
Title: Re: Savage :The Shard of Gosen
Post by: X on September 30, 2015, 10:13:35 AM
It's best to get on the bug thing first and foremost. The content can wait as it's not nearly as important as finalizing the product. Good luck.  :)
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on October 19, 2015, 03:35:13 AM
The Steam store page is LIVE!

(https://ksr-ugc.imgix.net/assets/004/721/124/2a64b3f31ebfa53e6654bd2e575a66ef_original.png?v=1445247308&w=639&fit=max&auto=format&lossless=true&s=c5aa3987e272f26a1644d34f9ab57c54)

Check it out here: http://store.steampowered.com/app/408060/ (http://store.steampowered.com/app/408060/)

Along with the store page, I threw together a teaser trailer showing off more of the game's combat and other systems:

https://www.youtube.com/watch?v=e8d1mztNXFw (https://www.youtube.com/watch?v=e8d1mztNXFw)

Work is still being done on what will be the "official release" trailer, but I'll have plenty to tide you over with until then!

Now, since it's that spooky time of year, I figured I'd crank out some of the game's more season appropriate content, like these little puppies (pun intended, I guess):

(https://ksr-ugc.imgix.net/assets/004/721/154/bfbf52a0bbbde4085982a22dff43c63c_original.gif?v=1445247587&w=639&fit=max&q=92&s=5d03f35d75de8b2378549a4a27c0c00c)

(https://ksr-ugc.imgix.net/assets/004/721/158/cd497fba200a0c94f4f94b0bc96971f5_original.gif?v=1445247632&w=639&fit=max&q=92&s=ad3d6ad8fe50ecdab8679017e6b3606f)

(https://ksr-ugc.imgix.net/assets/004/721/160/709b0fd0da9ba506af2b5556ba18c8ab_original.gif?v=1445247648&w=639&fit=max&q=92&s=65777e9ee0fe18e915a937248a2ecc10)

(https://ksr-ugc.imgix.net/assets/004/721/162/5b786e901e107acd59edd344f87b0143_original.gif?v=1445247663&w=639&fit=max&q=92&s=3f922c2dbcde980531b208c5972624b9)

 ... After all, what's a Halloween without blood thirsty (giant) wolves trying to have you for dinner? I'll keep you all posted with more spooky goodness as we roll through October!

A release date has not been locked down for the game yet, but I'll let you know as soon as I have one. Lots of other little improvements have been made and there's still a ton of work to be done, but rest assured that I'm working hard to deliver you a game worthy of your time and attention!

Thanks so much for your patience and support!

-Matt
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on October 23, 2015, 06:00:47 AM
As promised, I've been finishing up some more creatures to honor upcoming Halloween festivities (and, consequently, are pretty Castlevania-y)!

Bats!

(https://ksr-ugc.imgix.net/assets/004/751/992/12d2bb0b8336e3fc58b797529097eef0_original.gif?v=1445602525&w=639&fit=max&q=92&s=f08b821c9cb6068b7cc5fecc43788f21)

(https://ksr-ugc.imgix.net/assets/004/751/997/6a8a26e6a53c96132e4ba990fd875b80_original.gif?v=1445602552&w=639&fit=max&q=92&s=2e66e53c2850522c86b41cdc79a660df)


Spiders!

(https://ksr-ugc.imgix.net/assets/004/752/023/c406ddb1639175d53c5ecb04350895f9_original.gif?v=1445602839&w=639&fit=max&q=92&s=becefbe9ac3b0e67c22c0ad46df217a8)

(https://ksr-ugc.imgix.net/assets/004/752/030/f1ddbb33fda86c152dd4ed3902f6623d_original.gif?v=1445602889&w=639&fit=max&q=92&s=380f1cc090699603f1e236d72d427e99)

Pictured above, I've also given the player the ability to deflect certain projectiles with a shield bash, making the projectile dangerous to enemies.

General enemy pathfinding has also been tweaked and improved, making for some pretty interesting fights (especially with these spiders).
Title: Re: Savage :The Shard of Gosen
Post by: X on October 23, 2015, 09:42:45 AM
Spiders!! Things could get ugly..!

Bats, spiders and ancient Greco-Roman ruins. I can start to feel the CV energies in this game already  :D
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on October 31, 2015, 03:09:54 PM
If you all don't mind, I'll experiment here with posting a devlog in it's entirety - here goes!

2015.10.31 They (un)Live! - Halloween Update

Happy Halloween!

To tie up this series of spooky inspired updates, I figured we'd end with an undead extravaganza!

They're Back

And loaded with all sorts of improvements! I took a final pass at our skeleton friends and gave them a fresh coat of paint and a slew of new combat abilities. They can potentially spawn with a number of different weapons, shields, armors and helmets - each giving them a different behavior and attack set:

(https://ksr-ugc.imgix.net/assets/004/810/273/03a4d630ccf1e17f069664e8377b0d55_original.gif?v=1446326685&w=639&fit=max&q=92&s=a8b2c8ea0f779e4af370ca1327895772)

(https://ksr-ugc.imgix.net/assets/004/810/277/e938ab45700263488c617e5dd6ac9821_original.gif?v=1446326716&w=639&fit=max&q=92&s=9f22569b8869a4ae4c913108b92224dd)

(https://ksr-ugc.imgix.net/assets/004/810/280/714d942f11197c736c6e56ce6968e064_original.gif?v=1446326764&w=639&fit=max&q=92&s=6c60273bdae053a6df5bfd2f2cacb2e1)

If you don't land a blow that removes their head, or smash a skeletal corpse to pieces, they have a chance of getting back up on their feet!

(https://ksr-ugc.imgix.net/assets/004/810/288/a84b6c6211351cd992b2aebba04a6912_original.gif?v=1446326855&w=639&fit=max&q=92&s=14feac567016c204c2610594601eca42)

 Again, depending on what gear they spawn with, they have access to some neat defensive moves, too. Some will try to stop you from stun-stomping them on the noggin (you'd be foolish to attempt this against a skeleton warrior who has a spiked shield!):

(https://ksr-ugc.imgix.net/assets/004/810/290/a3e607473561cc1ca0fea1d93f2459d2_original.gif?v=1446326919&w=639&fit=max&q=92&s=b67a5d5a99770cbcc98f9fd75d6dfd6b)

Even in death, their addiction to the dark arts is as strong as ever...

To complement the skeletal ground troops, I introduce the Undead Warlock (or, Wraithlock, if you prefer)!

(https://ksr-ugc.imgix.net/assets/004/810/311/90f9c2de7027e1f876aa031b3ac91b18_original.gif?v=1446327181&w=639&fit=max&q=92&s=cab569ac82175efa4f2918d6473096a7)

(https://ksr-ugc.imgix.net/assets/004/810/318/a6fcda5370d956477599ebfcf30d611c_original.gif?v=1446327233&w=639&fit=max&q=92&s=b4b42329f92bea33561db0efa1b1c86c)

(https://ksr-ugc.imgix.net/assets/004/810/321/6fecf637c6066e0d709e53851ea3f1a4_original.gif?v=1446327254&w=639&fit=max&q=92&s=d9ac175e30150c5a689567c85a9a1c99)

The souls of long dead dark wizards and magicians, trapped in limbo and refusing to give up their hold of dark energies they still command.

That's a wrap!

I hope you've enjoyed this little series of horror-y themed updates! Thanks again so much for your support, and have a happy and safe Halloween!

-Matt

P.S. Enjoy this little Savage related monster mash (with hints of things to come!):

(https://ksr-ugc.imgix.net/assets/004/810/355/b025296ad06504b0ae773f8e10c0a1af_original.png?v=1446327737&w=639&fit=max&auto=format&lossless=true&s=e8e1c4b9e52fcf04316ca8b922a4e8bc)
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on November 07, 2015, 01:04:46 PM
For Screenshot Saturday, here's some of the new area, Blackfen, (and shameful ripoff of Demon's Crest, Ghouls 'n Ghosts) in action! This is where you'll find some of the more creepy enemy types I've been working on lately.

(https://static1.squarespace.com/static/5190eaafe4b02ecd0eaa56a3/t/563e64ade4b09c180cb0ea7d/1446929632194/?format=1000w)
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on December 22, 2015, 08:54:06 AM
The latest devlog is very gif-heavy, as well as containing music and such, so I'll just leave a few images here :)

For the full shebang, head here: http://www.planettobor.com/savage-devlog/2015/12/22/what-sorcery-is-this (http://www.planettobor.com/savage-devlog/2015/12/22/what-sorcery-is-this)

(https://ksr-ugc.imgix.net/assets/005/107/288/8b644155643b6f6566423bdc5925b5e1_original.png?v=1450795096&w=639&fit=max&auto=format&lossless=true&s=9be15ec2fb7b8a81cd2112d9928aee35)

(https://ksr-ugc.imgix.net/assets/005/107/298/227d450b93293795f70cabaa2edf1b83_original.gif?v=1450795236&w=639&fit=max&q=92&s=aeeb7a30ebb8db66e84ad61c1982017b)

(https://ksr-ugc.imgix.net/assets/005/107/312/2180297101ad75e493ac9efeef24b43a_original.png?v=1450795405&w=639&fit=max&auto=format&lossless=true&s=44d2b88af7f5775739445b387f960d91)

(https://ksr-ugc.imgix.net/assets/005/107/327/79e221c5db8007d794ab954ee53aee3b_original.gif?v=1450795576&w=639&fit=max&q=92&s=1e2ac55e1f7d8738f32ce2cd7caa3b29)

(https://ksr-ugc.imgix.net/assets/005/107/347/8899cdc672d4b3b45a60bf279696c725_original.png?v=1450796053&w=639&fit=max&auto=format&lossless=true&s=45883441ca9a7087022ba657473c0276)

(https://ksr-ugc.imgix.net/assets/005/107/350/c2bc193ffc8683266ebfefccf76cf72b_original.png?v=1450796086&w=639&fit=max&auto=format&lossless=true&s=5739fa0e04822e3067b5ea7f28a8648f)

Happy holidays, all!
Title: Re: Savage :The Shard of Gosen
Post by: beingthehero on December 22, 2015, 11:17:59 AM
I just want to know if you're going to have this in your game:

https://www.youtube.com/watch?v=vFYZNvKKWG4 (https://www.youtube.com/watch?v=vFYZNvKKWG4)
Title: Re: Savage :The Shard of Gosen
Post by: X on December 22, 2015, 11:18:31 AM
Still lookin' good toborprime! Can't wait to play it  ;D

Quote
https://www.youtube.com/watch?v=vFYZNvKKWG4

Okay that's badass for a game!
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on December 22, 2015, 11:37:20 AM
I just want to know if you're going to have this in your game:

https://www.youtube.com/watch?v=vFYZNvKKWG4 (https://www.youtube.com/watch?v=vFYZNvKKWG4)

Holy crap!! I'd have to say, if I DIDN'T have that in there, I fail automatically.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on December 22, 2015, 11:38:48 AM
Still lookin' good toborprime! Can't wait to play it  ;D

Okay that's badass for a game!

Right??

And thanks, X! Can't wait to finish XD
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on February 08, 2016, 03:46:44 AM
Time for another gif-heavy update! Same as before, this one also contains music, so I'll leave the link to the full  devblog post here: http://www.planettobor.com/savage-devlog/2016/2/7/201627-you-shouldnt-run-with-knives-but (http://www.planettobor.com/savage-devlog/2016/2/7/201627-you-shouldnt-run-with-knives-but)

In addition to new music, the post also contains things like new NPCs, new areas and prop art, and nifty new puzzles!
Here are a few snippets from it:

(https://ksr-ugc.imgix.net/assets/005/319/109/31971b1c953e3b8779a3998cac61ea45_original.png?v=1454832285&w=639&fit=max&auto=format&lossless=true&s=43c0b9554fd0c37ea12378e729fa407b)

(https://ksr-ugc.imgix.net/assets/005/319/104/d6c1bd0e1bdcdee1583aede615ee65b7_original.gif?v=1454832216&w=639&fit=max&q=92&s=b932b19b611189662ac52845b5689192)

(https://ksr-ugc.imgix.net/assets/005/319/100/f84d13a83bafe8d5c6c05ec49a8557d2_original.gif?v=1454832105&w=639&fit=max&q=92&s=b236085cf00a67e88e05dee54eb518ef)

(https://ksr-ugc.imgix.net/assets/005/319/093/84e50cf34ed89540316eb6281d1bbd34_original.gif?v=1454831841&w=639&fit=max&q=92&s=b0bc07ccc35f571a484beda9e6205aed)

(https://ksr-ugc.imgix.net/assets/005/319/092/dd8632b3797ff1da8d0cf028bd966251_original.gif?v=1454831706&w=639&fit=max&q=92&s=cf1f110b9fca6955a240d6a9e8e03bd2)

(https://ksr-ugc.imgix.net/assets/005/319/099/f37b1d67106ccce44286ab5d671e2a6e_original.gif?v=1454832081&w=639&fit=max&q=92&s=552833ced79f98e60cd1ae25f4fff664)

The game is going great and work is happening pretty darn fast!

Thanks all!
Title: Re: Savage :The Shard of Gosen
Post by: theplottwist on February 08, 2016, 04:34:53 AM
Every time I see this little guy running, I wish this game was out already. Looking awesome there, man.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on February 08, 2016, 05:06:20 AM
Every time I see this little guy running, I wish this game was out already. Looking awesome there, man.

Haha! Yeah, he does have a bit of a goofy gait - one that has stuck around since the very beginning (second animation in the project). I have been too lazy to go back and fix it, since I'd have to do the same with every single other armor overlay, too. Definitely grown on me since, though XD

And thanks very much! Definitely ready to be finished :)
Title: Re: Savage :The Shard of Gosen
Post by: Lelygax on February 15, 2016, 06:22:15 PM
Good to know that it still strong and living.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on February 16, 2016, 05:34:08 AM
Good to know that it still strong and living.

Alive and kickin!
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on May 26, 2016, 06:42:04 AM
D'oh! I forgot to post some stuff from the March update here  :-[ *facepalm*

In any event, here's some progress on the project!

(https://ksr-ugc.imgix.net/assets/012/517/573/39b1f131ed90fcc7b1f56e658d7808e1_original.gif?w=639&fit=max&v=1464183185&q=92&s=4789a7d7b192575011824aa4b81f9b46)

(https://ksr-ugc.imgix.net/assets/012/522/470/2ca8f6f39ea3cb0d4000ff08d47dd481_original.gif?w=639&fit=max&v=1464205959&q=92&s=21671737eab46a0c8d0e6dc0a0d400fd)

(https://ksr-ugc.imgix.net/assets/012/523/364/5b31a216525b27f791036388fdd4eff5_original.gif?w=639&fit=max&v=1464209699&q=92&s=ab8375abc6b142da542d738f8e9ac47d)

With all of the new elements and rooms I am creating for the game, I am slowly addressing my game flow concerns. Things like, "Is this too repetitive?" "How do I make these rooms more interesting?" have come barreling their way to the front of my concerns. Pacing things like interactivity, enemy placement, and things like powerups are a real concern for me. After all, how many times can someone smack something with a sword before it starts to get boring? Hopefully, quite a few times if the core combat mechanics are good enough, ha!

Structuring levels and rooms, I have started to notice annoying design crutches that I repeat. Like tunnel shapes and similar geography elements. It's like writing music -- you start to realize that maybe you are using similar progressions across multiple songs. This is not necessarily a bad thing in some situations, I guess, since this also evokes a certain style, but I feel it's necessary to be aware of so I don't wind up with a finished game and thousands of rooms that all feel too same-y!

Anyway, I've also gotten around to adding some Ninja Gaiden-esque cutscenes:

(https://ksr-ugc.imgix.net/assets/012/522/619/13b2c7b145c08f164e0cb30f6e1ec33b_original.gif?w=639&fit=max&v=1464206678&q=92&s=82384c91152d2e5148492e95eb0c98b5)

(https://ksr-ugc.imgix.net/assets/012/522/622/6b9b613c5a95a9358ddc2d166d34d7a8_original.gif?w=639&fit=max&v=1464206690&q=92&s=62e5ed1eacc4fad675eb3f64385979e7)

You can check out a more word-y and image-y update here, if you're curious: http://www.planettobor.com/savage-devlog/2016/5/25/2016525-gaiden-mode (http://www.planettobor.com/savage-devlog/2016/5/25/2016525-gaiden-mode)

Thanks all! :)
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on August 05, 2016, 03:26:26 AM
Greetings, all!

I've got a handful of things to show you and discuss, including an upcoming playable developer build (more on that below!) for the backers to try out.

Continuing to Solve the Platformer Problem

I've talked before about making the traversal within the game more "platformer friendly", in that I have a bunch of bad guys that aren't necessarily learn-able in the sense that they are much more reactive; the environment and player position largely dictates their behavior. I've been trying to solve this by adding enemies that have a more dependable, hazard-like set of rules.

I've added a couple more baddies to my arsenal of insidious creatures that fill that hole:

(https://ksr-ugc.imgix.net/assets/013/265/167/00be816ad351166440f7f228950bf3bc_original.gif?w=639&fit=max&v=1470243410&q=92&s=98f886d9175f82187fa0cb7914f16c20)

(https://ksr-ugc.imgix.net/assets/013/265/180/d0decc605833f02d8857b036ab8686ab_original.gif?w=639&fit=max&v=1470243459&q=92&s=a544b17ea5ea7e8c7d410af2149e7e87)

First, we've got a new enemy that I've affectionately dubbed "clingjaw". It's mostly a static monster; it's claw clinging to the ground and walls, with segments and a head that move about in relation to its claw position. It's great for "blocking" the player's progress, forcing the player to figure out a way around the thing (hacking it to pieces is always a good option).

Another beastie I've been messing around with is the slime (finally - yay, slimes!). The basic variety just sort of wobbles around and will occasionally launch itself at the player. Since it's design is so basic, I've kinda gone hog-wild with it, producing a bunch of different varieties and appropriate palette swaps:

(https://ksr-ugc.imgix.net/assets/013/265/263/d31c29c204bb9b91d2584114ca5fd2df_original.png?w=639&fit=max&v=1470243894&auto=format&lossless=true&s=20bbf4cfadde884da5b0fc73815374cb)

The Blue Slime is the derpiest of the bunch, as pictured above. The Red Slime is a bit more aggressive, and has an attack animation. The Green Slime behaves like the Blue Slime, but upon death, pops apart and produces a series of hazardous acidic droplets. The Purple Slime is the real jerk and can cling to ceilings, drop onto the player, and attack him like the Red Slime.

(https://ksr-ugc.imgix.net/assets/013/265/290/bb92abb247b1c97278c11d3de31d85a3_original.gif?w=639&fit=max&v=1470244095&q=92&s=0eded5567ed8139a44f9879353effeab)

(https://ksr-ugc.imgix.net/assets/013/265/293/c53dc7d46b0be6b6885603c1c57915eb_original.gif?w=639&fit=max&v=1470244110&q=92&s=74edaf5089170450d837ecb3b54c545b)

Also, for anyone interested, I've been using a free piece of software that's saved me a ton of time to map out enemy behaviors:

Visual Understanding Environment -- http://vue.tufts.edu/ (http://vue.tufts.edu/)

(https://ksr-ugc.imgix.net/assets/013/265/328/1ba0027ac68e12f84f430dd1eb709bfb_original.png?w=639&fit=max&v=1470244337&auto=format&lossless=true&s=ede39adc74db57a8eb91be555f0e6a34)

Beats the heck out of scratch paper!

Also, I've finally dropped in a working collision-based spike trap -- simple, and a no-brainer for games like this, but it's great to have it in, now.

(https://ksr-ugc.imgix.net/assets/013/265/363/e5ce27371839ace5d2baa6601dd2fb6f_original.gif?w=639&fit=max&v=1470244503&q=92&s=2059f7a0fb2e7f8c8e1625aaed986590)

Subterranean Forest

In addition to the newer Devil's Shade forested area, there is a new underground forest zone, Helsgarten, that connects to it along the path to the Highlands area on the overworld map.

(https://ksr-ugc.imgix.net/assets/013/265/459/55e1c8e49c6c20dee7a9fc21155ebb87_original.gif?w=639&fit=max&v=1470244950&q=92&s=8e9d4ebe5b98b6ec252a4ec15f55f291)

For this, I've been able to reuse a ton of assets to create a new area. For example, tree tilesets have been reused to create sort of organic pillars, inverted roots allow me to create trees that "grow" upside-down, along with inverted grass tiles.

Seasons and Random Encounters Redone

I have been working from a very convoluted and clunky system that draws the appropriate seasonal tiles, based on the season and biome you're currently in. I've scrapped a LOT of that particular way of doing things, and simplified stuff like crazy. For example, I used to have a layer dedicated to "green grass", and another layer dedicated to "summer weather". Likewise, I had a "winter snow" layer, and a seperate "snow" layer for the Northern regions of the game where snow falls year round. Apply that logic all across the other areas of the game and you can probably start to see how unmanageable it eventually becomes.

I've cut all that out and now just have a global "summer weather" layer, "fall weather" layer, etc., regardless of the zone type you're in. Having redone that, I've also gotten rid of the old random encounter system -- or at least shaken it up a bit. In conjunction with the old seasonal rendering system, I had a set of rooms that would ALWAYS be randomly picked from when you triggered a random encounter on the world map. The array of rooms picked from would always be the same, regardless of your current biome, and then "skinned" appropriately based on biome and the current season/weather situation.

Nope. No more. I now have biome-designated rooms that will be appropriately picked from. This also lets me create signature geometry styles based on your current region, adding some much needed character to each zone.

(https://ksr-ugc.imgix.net/assets/013/265/618/911babca1fe50d8913c5c994ffa31f7a_original.png?w=639&fit=max&v=1470245712&auto=format&lossless=true&s=7fba3715e6cfb2fec6fd3545bb5805ea)

See?! SO MANY less tile layers! And less headaches, as another positive result!

Drawing Pipeline Redone

The old way of rendering the day/night cycle got the boot, too. I used to clumsily "draw" a semi-transparent rectangle over the front of the screen with a color appropriate to the current time of day -- I hated it and always wanted to change it. So, I rolled up my sleeves and did. The rectangle made it hard to see the screen in a lot of cases, especially at sunrise, dusk and full night.

Now, instead, I blend a color into the application surface (the end result of all the game's drawing events -- or, the screen and what you're seeing every frame). This gives me a lot more control over adjusting the color values of what the player is seeing, while still maintaining readability over your character and environment. Blues are now bluer at midnight, oranges and reds are more apparent at sunrise and sunset, etc.

This also allows me to do fun stuff with my light sources during the evening and night times, "cutting out" a circle around, say, a torch, where I don't want any color blending:

(https://ksr-ugc.imgix.net/assets/013/265/947/83e70b8d52602d2eae08d2e74bb15712_original.gif?w=639&fit=max&v=1470247226&q=92&s=e68816b005507745ddf0813477a58df1)

On top of that, the transitions between day and night on the world map have gotten a lot smoother and more varied (albeit a little buggy at the moment), also thanks to now applying color transitions to the 3D fog:

(https://ksr-ugc.imgix.net/assets/013/267/938/7ae2759d377beb677a6f599314e78b03_original.gif?w=639&fit=max&v=1470258475&q=92&s=9b93d7c6966b9b1e8bbc8840c775dac8)

(https://ksr-ugc.imgix.net/assets/013/267/969/e59d74bc2996485577f5f5198d99a056_original.gif?w=639&fit=max&v=1470258656&q=92&s=4d0a318807799a96c29aab34a806a1d1)

Story Sequences

With the content that's in the game and already finished, I'm going back and tightening up existing story sequences and cinematics:

(https://ksr-ugc.imgix.net/assets/013/267/910/00c98d5c39c8fd63233fdf00dc42fae5_original.gif?w=639&fit=max&v=1470258310&q=92&s=277f555d7f831b73f016bd0543976d4b)

New Update Schedule - Playable Build

From here on out, starting this weekend, I'll be posting weekly updates on the project's progress -- I've gotten into a bad habit of releasing updates every 4-8 weeks -- no good and I'm sorry about that! ... Which brings me back around to the subject of getting a playable build to you!

Within the next couple of weeks, I'm aiming to release a playable build to the backers and those who picked up the game via the Groupees Greenlight Bundle, containing the first few areas and such brought up to a polished and near release-worthy state. Polishing up and finishing the content that comprises the first chunk of the game will give me a good idea what it will take to finish this game, as well as getting feedback from anyone interested in giving it a go!

There are several things that I'd like to get in place before doing so, like getting a working save system in place, now that I know what it looks like to progress through the game (things like tracking opened/unlocked doors, solved puzzles, defeated bosses, completed cinematics and quests, etc.). I'll keep you all posted as I get closer!

'Til the next update, have a great one!
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on August 08, 2016, 04:59:42 AM
2016.08.07 - Bug Hunt
Good Morning!

(https://ksr-ugc.imgix.net/assets/013/302/167/1ff722e5ab16f30807a17477ca09cb7c_original.gif?w=639&fit=max&v=1470588766&q=92&s=565b4785cdadabe951320da8c0bea06b)

This update sees a general lack of shiny new visuals to show off, but there's plenty of messing around going on under the hood. The battle to get the current content up to a release worthy standard for a playable build continues!

Bug Fixes

There are a TON of these little jerks lurking in the game, and I've prioritized a handful for the playable demo.

- A couple obnoxious ones have come about thanks to my fiddling with the day/night cycle:

(https://ksr-ugc.imgix.net/assets/013/302/173/33bfd696091e176d90f8c56949465748_original.gif?w=639&fit=max&v=1470588886&q=92&s=b498e96dc40a448b2fdaf8774a6ead39)

You can see the drawing of the torch gets weird during a fade-in/fade-out, as well as when you triumphantly pause the screen and hold your newly discovered item aloft (so much for fanfare).

- Hitting treasure chests, especially when they are up against a wall triggers a bug that causes the chest to REFUSE to open unless moved:

(https://ksr-ugc.imgix.net/assets/013/302/208/8f506852448438f030414ad1a236a7f3_original.gif?w=639&fit=max&v=1470589176&q=92&s=6f674fe1195cf713b4d9f527afc555a6)

- Opening your inventory screen turns off the day/night drawing effect:

(https://ksr-ugc.imgix.net/assets/013/302/215/2b0eb9c441fc7dee030df92c028ed1a9_original.gif?w=639&fit=max&v=1470589245&q=92&s=9e87986e19f7da39c05df09a2a37ca3d)

- Opening your inventory also turns off the seasonal check for future rooms that you transition into. You can see the second room deciding it's just gonna draw ALL the seasonal tile layers... because it hates me:

(https://ksr-ugc.imgix.net/assets/013/302/232/4fe56f46203748d32f360549322f5adc_original.gif?w=639&fit=max&v=1470589321&q=92&s=abdb9ad0292c2a117f4e49faf8ce3baf)

- Certain (and only certain, of course) falling hazards ignore your shield (game needs hardhat):

(https://ksr-ugc.imgix.net/assets/013/302/240/5835812e62beeee68a0cc8cba68a61a1_original.gif?w=639&fit=max&v=1470589382&q=92&s=4f41c603b6daa4178a8b5c875b48b483)

- If you have a shield equipped when entering and exiting a doorway, things get real screwy:

(https://ksr-ugc.imgix.net/assets/013/302/242/1158c2c8c3839100b5400ee9cad732b0_original.gif?w=639&fit=max&v=1470589419&q=92&s=5160dcd6d78e4637a9876a06c308d346)

- Blood particles, when hitting a solid that can potentially move, don't move along with the solid object they've landed on:

(https://ksr-ugc.imgix.net/assets/013/302/247/96ad06a79a0d9bcf509289cc5986ac8f_original.gif?w=639&fit=max&v=1470589486&q=92&s=2797e87f49e4d2a598e69eac269a2a49)

Minor Improvements and Fixes

Things aren't all doom and gloom, though! Here are a handful of tweaks and fixes I've made this week:

- I can't remember if I've addressed this already, but you can now grab one-way ledges (the background platforms you can jump up through and land on top of. This certainly makes traversal feel better and more fair:

(https://ksr-ugc.imgix.net/assets/013/302/266/d63d86ed02c1f4d0e670598ddb8a5b3c_original.gif?w=639&fit=max&v=1470589604&q=92&s=007a1129dc97109da828ff18d380f83a)

- Picking up liftable objects and enemies is faster. Again, a minor tweak, but it feels a LOT better and less sluggish. The minor speed adjustment feels like it improves survivability, since you are vulnerable during this animation:

Here's the slow lift:
(https://ksr-ugc.imgix.net/assets/013/302/280/0027dba98a9ddf048a3e266054b0f725_original.gif?w=639&fit=max&v=1470589681&q=92&s=f88e020aff2cac399d185c4d0da88550)

... and the lift after the tweak:
(https://ksr-ugc.imgix.net/assets/013/302/284/e156b5975b34b217181aba4bc87feacd_original.gif?w=639&fit=max&v=1470589713&q=92&s=fa518900b66e4ea18fe82e3dad1b0b10)


- The new Clingjaw enemy has been fixed -- segment spacing has been improved, and when the head and segments meet a solid object, they are easier to see -- attacking segments did not carry the damage over to the "head", and the enemy now dies correctly:

(https://ksr-ugc.imgix.net/assets/013/302/296/96a759fcb77bac9391d9b1ad72873d35_original.gif?w=639&fit=max&v=1470589815&q=92&s=5af06d0f76050d8b9a82293f3425c385)

- Biome detection has been simplified when on the overworld. The pink ovals you see on the map used to set the active biome when the player object collided with them. Now, the active biome is set when the player collides with a random encounter based on proximity to the pink object. This cuts down on collision detection on the map:

(https://ksr-ugc.imgix.net/assets/013/302/308/8471c4b1c4cd09309f3fa84df9d9c086_original.gif?w=639&fit=max&v=1470589914&q=92&s=1c75aa8d3b079694555a53cce842639c)

- Weighted pressure plates used to be... um... yeah. See the before and after for yourself:

(https://ksr-ugc.imgix.net/assets/013/302/334/03d103d5029f664ab8db9a11c9a75c8d_original.gif?w=639&fit=max&v=1470590145&q=92&s=4401d69eb21ab3478faa87823d5a7128)

Save System

I've started to plot out how this thing is going to work now that I have enough junk to track, like:

... and a host of other things. This is a daunting prospect, but one I'm slowly getting to grips with and figuring out.

Playable Build Checklist

In addition to all of the previously mentioned tasks and issues, here's a general rundown of everything I'd like to have completed and/or addressed in the next couple weeks so you all can give it a try!


That about covers things for this week. I'll keep you all posted with another update next Sunday.

Have a great rest of your weekend!

-Matt
Title: Re: Savage :The Shard of Gosen
Post by: Kale on August 08, 2016, 03:05:09 PM
Gotta say, I'm not a fan of the old school look much..... but damn it, if it's animation is not smooth as fuck! Looks freakin' awesome.

What's the price you're looking at?
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on August 08, 2016, 03:12:13 PM
Gotta say, I'm not a fan of the old school look much..... but damn it, if it's animation is not smooth as fuck! Looks freakin' awesome.

What's the price you're looking at?

Haha, that's totally fair! I'm a big fan of chunky pixel art -- and it has the upside of being the easiest and quickest to produce for me as a one man project. And thanks very much for that :)

I'm thinking somewhere around 8 bucks for the finished version if all goes according to plan -- but I'll have a better idea about what's fair once all the content is finalized.
Title: Re: Savage :The Shard of Gosen
Post by: Kale on August 09, 2016, 04:36:29 AM
At 8 bucks, consider your game bought.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on August 14, 2016, 03:42:42 PM
2016.08.14 - The Shadow Knows

Greetings!

(https://ksr-ugc.imgix.net/assets/013/373/217/dd6f5f2c1abf3b81bed8c1176790c09e_original.gif?w=639&fit=max&v=1471206476&q=92&s=46a92b0bc551ec5cc87b3deb1501fe2f)

Last week I talked about fixing bugs and tidying up issues in preparation for releasing a playable build that includes the first few levels and areas of the game. The battle continues this week -- here's a list of issues and bugs that have been utterly destroyed (fixed)!!

Bugs and Issues Slain

An issue and criticism that's been repeatedly brought up is the way player character shadows are drawn when a light source is nearby (torch, candle, etc.). I've finally gotten around to addressing this and tidying it up.

(https://ksr-ugc.imgix.net/assets/013/373/324/af470a2da8ef5d804f1e14ac92e80b75_original.gif?w=639&fit=max&v=1471207409&q=92&s=8b978cf3171cdd7cbffbc96d1531d25f)

While not 100% where I'd like it, it's a lot more appealing to look at and far less dramatic than how it used to be. I can now turn shadows cast by instances of light sources on and off, so if there is a lone torch against a sky only backdrop, for example, there won't be a shadow drawn awkwardly against nothing but sky.

(https://ksr-ugc.imgix.net/assets/013/373/355/a2641f09d24d64335a323450b4e3eab1_original.png?w=639&fit=max&v=1471207646&auto=format&lossless=true&s=628f8101172a396bebc88244b77aed08)

Enemies also cast shadows, again!  

And for those tricky cases where there is only a limited amount of space that you'd like a torch to cast a shadow across, I have put "shadow limiters" in certain areas where, if there is a limiter between an entity and a light source, the shadow will not be drawn.

(https://ksr-ugc.imgix.net/assets/013/373/444/a35616fbbea40dbee633c136ae32aa54_original.png?w=639&fit=max&v=1471208249&auto=format&lossless=true&s=e23ba2b9dfd539ae21671e016c95a456)

(https://ksr-ugc.imgix.net/assets/013/373/595/eab273c81c58e84f57d0485016d3d33f_original.gif?w=639&fit=max&v=1471209362&q=92&s=128260c89eb5c98b919ad4b75257934c)

Here's the video of the livestream I captured of trying to sort out this very issue (the video will be available later on  Youtube (https://www.youtube.com/channel/UCIXXfJfbEgh-uqhdUcfeFbw) later, as well):

https://www.twitch.tv/toborprime/v/83490580 (https://www.twitch.tv/toborprime/v/83490580)

Speaking of bad guys, I finally switched on spiky bits causing damage if you attempt to jump on their heads. I've gone through every enemy object in the game (so far) and made sure this works where appropriate (enemies that can potentially spawn with a spiked/horned helmet, creatures that can spawn with naturally grown spikes or horns). This definitely makes fights more interesting and challenges your ability to make snappy tactical decisions. I got so used to testing the game without this feature turned on -- it's nice to get my butt kicked in a brand new way, ha!


https://www.youtube.com/watch?v=Y7PLcJCYoJQ (https://www.youtube.com/watch?v=Y7PLcJCYoJQ)

In this livestream here, I also talk about padding out the game with artificial progression. By that I mean I had planned to include certain items in the game (the core UI code is also built around this) that gave you the ability to quick slot off hand weapons and certain consumables.  

(https://ksr-ugc.imgix.net/assets/013/373/825/69cf1cbe5419aa56635904af5166a2ee_original.png?w=639&fit=max&v=1471211148&auto=format&lossless=true&s=438072b01ed2bb97de90f128879bbfe7)

Those boxes there are (or, were) tied to whether or not you found the "Item Pouch", "Hunter Belt" and "Warrior Belt" respectively. I've scrapped all that and these features are available right from the get-go (your equipped shield now shows up on the hud, too).

Take the Item Pouch, for instance: consumables that are equipped to this slot can be used on the fly with a mapped button press. If you did not have the Item Pouch, you would have to pause the game by going into your inventory screen, accessing the consumables tab, FIND the item you wanted to gulp down, and "use" it. The same result can be achieved by simply having the chosen consumable slotted to the Item Pouch box and hitting your "Use Item" button when you need it.  

The only real difference between these two methods is that one simply takes longer and is a hassle. It doesn't make the game more interesting or challenging... So, bye bye equipment-dependent sub item slots!

LOTS of UI Fixes

For a while now, since I changed the way the game was drawn to the screen, the in-game menu has been drawing all sorts of wonky. That's now fixed, as well as properly displaying your shield.

(https://ksr-ugc.imgix.net/assets/013/374/004/d4f4769f89e9451aef23885a4fad9b3b_original.png?w=639&fit=max&v=1471212258&auto=format&lossless=true&s=1c4c2e540463b589cfa52d1d6d3956b3)

I've also eliminated the "Shield" menu item in the equipment screen, since shields and weapons exist within the same inventory list. The manner in which you equip a shield is the same as how you equip a sword, etc. Having a seperate "Shield" access node on the equipment manager felt needlessly complicated and redundant.

I've also adjusted the brightness of text boxes and general UI windows to make text more readable. I want to give players more options concerning that later, like different style backgrounds for these elements.

(https://ksr-ugc.imgix.net/assets/013/374/011/4fccf073b69a149139c7a72c52eb034e_original.png?w=639&fit=max&v=1471212307&auto=format&lossless=true&s=b3089da89fa423851137af317a93563f)

The Battle Continues...

Here's the list of things that still need to be (potentially) addressed or fixed before I release the playable build:


I'm still on track to get you guys a playable build, but I still have to figure out the delivery mechanism -- like, it would be GREAT to start figuring out how to get Steam keys to everyone who still needs one, and give them access to a live development build that I update regularly before launch. I'll keep you all posted as I figure out the particulars on that as well!

That's all for this week! Have a great rest of your weekend and I'll see you next update!
-Matt
Title: Re: Savage :The Shard of Gosen
Post by: Dracula9 on August 15, 2016, 05:20:36 PM
This is all I have to say on this project, and the video sums up my enthusiasm rather well.

Title: Re: Savage :The Shard of Gosen
Post by: theplottwist on August 15, 2016, 06:38:38 PM
I have only one question: Why isn't the internet talking more about this game?

I mean, I barely comment here and I seldom see someone do it. But I'm eager, man. I'm really eager.
Title: Re: Savage :The Shard of Gosen
Post by: JR on August 16, 2016, 03:11:25 AM
At 8 bucks, consider your game bought.

Seconded. $8 sounds like a steal, this looks like it'll be great.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on August 16, 2016, 11:34:53 AM
This is all I have to say on this project, and the video sums up my enthusiasm rather well.



That cracks me up and has the added bonus effect of getting me super pumped!

I have only one question: Why isn't the internet talking more about this game?

I mean, I barely comment here and I seldom see someone do it. But I'm eager, man. I'm really eager.

Thank you, sir! I am just as eager to finish the thing. I'll keep you guys posted on when the new demo is playable (there's an older janky-er one that was updated in 2014 -- it's a much different game in a lot of respects now).

Seconded. $8 sounds like a steal, this looks like it'll be great.

Thanks! I'll know more on a final price once the game is just about wrapped up, but yeah, I feel in my bones that around $8 sounds about where it will wind up.
Title: Re: Savage :The Shard of Gosen
Post by: theANdROId on August 17, 2016, 06:59:57 PM
I can't even begin to express how good this looks and how much I want it!
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on August 20, 2016, 08:53:11 PM
I can't even begin to express how good this looks and how much I want it!

Well thank you very much!  Working hard to deliver on those expectations!  :)
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on August 21, 2016, 12:44:29 PM
Hey there!

(https://ksr-ugc.imgix.net/assets/013/446/057/cf4f8de8a8ce2f70f98d5cfb91f82a96_original.gif?w=639&fit=max&v=1471806444&q=92&s=94e620375eb2cfeb2eed3d252337c98d)

You'll have to forgive me if this is a somewhat short update - I've been up for about 24 hours at this point, but it's been worth it! The shiny new alpha demo is up and ready for you to break!

New Playable Alpha Demo

You can download it here: http://gamejolt.com/games/savage-the-shard-of-gosen-alpha/16310 (http://gamejolt.com/games/savage-the-shard-of-gosen-alpha/16310)

Things are still rough, broken, unfinished and unbalanced, but this is FAR more indicative of what the final game will look and feel like.

On offer is the first section of the overworld map. I've artificially constrained the gameplay to that area (boo!) because venturing beyond this zone will quickly cause things to fall apart (yay!) since all of that stuff is lying in pieces in front of me on my monitor.

What Didn't Make it?!

There's also a TON of stuff that I wanted to have ready for this demo that didn't quite make it and would require another week of play testing, chief among them being the save system, unfortunately (or what would eventually turn into the rock solid save system). But that's next on my list.

An early form of persistence is intact, though, and will keep track during a play session of (most) pertinent things, like which doorways have been unlocked, gates opened, etc.

I've also been digging around in Steam's backend (that sounds super wrong... or right, depending) to figure out the Steam key delivery system, and it looks like I'll have that figured out soon, too.

Keys Update

I want to also give early backers (Kickstarter and Groupees) "beta" keys that allow you to circumvent the release status of the game. In other words, I would be giving you access to live development builds as progress is made, and Steam would automatically (I think) update the game for you.

Anyhow, have a gander at the new build and feel free to tell me what you think so far!

Have a great rest of your weekend! 'Til next update!

-Matt
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on August 28, 2016, 01:43:46 PM
2016.08.28 - Hammer Time, Saving the World (and everything else)!

Good morning (or whenever)!

(https://ksr-ugc.imgix.net/assets/013/522/212/361d2bf3b07bfed95a641447e78a382c_original.gif?w=639&fit=max&v=1472400324&q=92&s=cc4d9650d23d6fbd2d74176395ec968d)

Save System

Just jumping right into it -- this update sees the completion of the game's save system! YAAY!

This was one infuriatingly complicated task, I don't mind saying. To give you a rough estimate of the keyboard gymnastics involved, to get it up to this point (fully functional, with save slot support and deleting said slots within the UI) took over 60 hours this week -- but it was worth it.

(https://ksr-ugc.imgix.net/assets/013/522/241/436d07d041ef26788177bca237879c0d_original.gif?w=639&fit=max&v=1472400583&q=92&s=4295561af6a188f914c4de3bde2a1efd)

There were a number of complications I ran into, especially getting those save slots to draw their relevant data correctly. I was originally accessing the appropriate save files (in .ini format for the time being) to draw things like armor, HP, play time... this caused the framerate to plummet like a ton of bricks.

To remedy this, when the game now saves, 'display data' is now saved to a much smaller, seperate file that is only accessed to display the nifty graphics on the load menu. In fact, as I write this, I'm thinking of ways to improve it even further... so everything I just typed will probably change - ha!

(https://ksr-ugc.imgix.net/assets/013/522/276/694444f2a9fd6ebd146def85cd438c84_original.gif?w=639&fit=max&v=1472400768&q=92&s=89945c04e2732c6efa5d7cbdab24ac0f)

Deleting a slot was challenging to engineer as well -- having to set a flag in another settings file to reset the "working save slot", and also tell the newly deleted and recreated save slots that it has "no data" in it, so the game knows that when the empty file is accessed to simply start a new game.

It's all working and fully functional now, though! The game will save your progress every time you transition from screen to screen -- this will NOT, however, function as a checkpoint. For now, checkpoints are invisible, but will eventually look something like the main character taking a swig of some fun juice (as pictured in the first gif of this post).

When you die, you will start back at your last checkpoint visited, but will retain all of your items and story progress.

Another challenge moving forward is remembering to save the player's location and state after a big story event or something, like after you're taken prisoner and complete the initial burning village sequence:

(https://ksr-ugc.imgix.net/assets/013/522/316/f1abb25585e50377d318179e71d212b9_original.gif?w=639&fit=max&v=1472401144&q=92&s=f669a8049e288e80cfb9c691a3579c08)

Go here to check out the latest archived livestream I captured while working on the save system: https://www.twitch.tv/toborprime/profile (https://www.twitch.tv/toborprime/profile)

Sorry it's muted -- I was listening to too much unlicensed rock and or roll. I'll re-upload the stream on the youtube channel with some of my own music over the video later on.

Hammer!

The forge hammer pickup is now active in the game, and you now need it in order to interact with the forge. To convey this I threw together some extra UI animations and elements:

(https://ksr-ugc.imgix.net/assets/013/522/304/38aa91280a8fec1b99a5b14bfb2242a9_original.gif?w=639&fit=max&v=1472401026&q=92&s=0aad9cdd4151547e41289fd176cbeb38)

... And then after finding the hammer, you can go ahead and pound away on the anvil:

(https://ksr-ugc.imgix.net/assets/013/522/309/f4de76d5116a790db85eaad394728c48_original.gif?w=639&fit=max&v=1472401071&q=92&s=ac503f50dc24e16f4e6c9d08790a9e97)

Big Screen!

I have a live build constantly updating via the Steam pipeline, and it feels pretty awesome to access it via the big screen!

(https://ksr-ugc.imgix.net/assets/013/522/324/74876c8a8c7d7d8b096001d68ac37e1f_original.gif?w=639&fit=max&v=1472401199&q=92&s=5f4021d2e112eabc2b9835bc1bf7ffad)

For the past week, I have been doing most of my playtesting this way to get a feel for how everything works the way someone playing the game normally would -- I gotta say, it's pretty exciting to interact with it this way!

(https://ksr-ugc.imgix.net/assets/013/522/325/0b93cb28af71361e5f32594ee23c6cfb_original.gif?w=639&fit=max&v=1472401208&q=92&s=6993f3ab648cdc07dae5a836374e6ed7)

Fixed, Completed, and ToDo

Here's a list of fixes and addressed issues:

... And next up:


Try the new build here: http://gamejolt.com/games/savage-the-shard-of-gosen-alpha/16310 (http://gamejolt.com/games/savage-the-shard-of-gosen-alpha/16310)

That's a wrap for this update! Have a great rest of your weekend and I'll continue to keep you all posted!

-Matt[/list]
Title: Re: Savage :The Shard of Gosen
Post by: theANdROId on September 01, 2016, 05:11:23 PM
Neither build seems to work for me. :-/
I get a black screen, then some brown pixel-rectangles appear in the top-left corner, the screen flashes white, the pixels now reappear white, then it ends on what looks like a sprite sheet (with a bunch of various images) except there is nothing distinguishable on it -- just a bunch of random colors of pixels.

Any thoughts?  I don't know if it'd work, but I could try to get some pictures maybe...
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 01, 2016, 05:26:20 PM
Neither build seems to work for me. :-/
I get a black screen, then some brown pixel-rectangles appear in the top-left corner, the screen flashes white, the pixels now reappear white, then it ends on what looks like a sprite sheet (with a bunch of various images) except there is nothing distinguishable on it -- just a bunch of random colors of pixels.

Any thoughts?  I don't know if it'd work, but I could try to get some pictures maybe...

Whoa! Yeah, I haven't run into that before -- haven't heard it mentioned yet either.

What version of Windows are you running?

Also, what are your system specs? (RAM, Graphics card and memory, Processor, etc.)

So far, I have tested it on a couple different Windows 7 machines, and one very low spec laptop running Windows 10. I am not sure if the game will run on an OS lower than 7, since I am using GameMaker: Studio -- but I could be wrong.

Sorry it isn't working for you!
Title: Re: Savage :The Shard of Gosen
Post by: theANdROId on September 01, 2016, 06:35:09 PM
Windows 8.1
Intel Core i5-4200U CPU @ 1.60GHz 2.30GHz
Integrated Intel HD Graphics 4400 GPU



EDIT: I've run a handful of other Steam games without any trouble (Hero Siege, Gauntlet, Axiom Verge, the Bloodstained Demo, and a few others...) if that makes any difference.  (I'm pretty good with working with a computer and figuring something out, but I don't actually know much of the technical info. :-/ )
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 01, 2016, 07:27:31 PM
Windows 8.1
Intel Core i5-4200U CPU @ 1.60GHz 2.30GHz
Integrated Intel HD Graphics 4400 GPU



EDIT: I've run a handful of other Steam games without any trouble (Hero Siege, Gauntlet, Axiom Verge, the Bloodstained Demo, and a few others...) if that makes any difference.  (I'm pretty good with working with a computer and figuring something out, but I don't actually know much of the technical info. :-/ )

Hrrm... yeah, this is strange. I have tested the game out on an 8.1 laptop with integrated graphics and similar specs and it ran then -- same laptop was updated to Windows 10 and it still works on there -- sorry it isn't working for you! I'll do some more looking around about this issue and see what I can do.

In the meantime I will keep posting news updates here, along with updated builds -- maybe, for whatever reason, one of those will work.

Thanks for relaying this info!
Title: Re: Savage :The Shard of Gosen
Post by: X on September 02, 2016, 09:40:00 AM
Well I finally gave the demo a try and it works perfectly on my rig. It's a pretty good game from how little of it I was able to play. I got stuck in the area where the slaves were mining, and couldn't proceed any further then that. If that's all there was to the demo then it was still pretty good. To play through the entirety of the game would be awesome.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 02, 2016, 10:03:24 AM
Well I finally gave the demo a try and it works perfectly on my rig. It's a pretty good game from how little of it I was able to play. I got stuck in the area where the slaves were mining, and couldn't proceed any further then that. If that's all there was to the demo then it was still pretty good. To play through the entirety of the game would be awesome.

Thanks! Glad you're enjoying it!

You can certainly progress farther. There are doors with locks on them. To open doors with gray-ish locks, you need an iron key. To open the gold locks, you need to find a gold key. If you have the required keys, all you have to do to open the corresponding door is to attack it.

Hope that helps!
Title: Re: Savage :The Shard of Gosen
Post by: X on September 02, 2016, 05:27:14 PM
Sadly not really. I can't talk to anyone or go anywhere were there might be a key to retrieve. But it's still a good game  :)
Title: Re: Savage :The Shard of Gosen
Post by: theANdROId on September 02, 2016, 08:15:24 PM
I tried to take a few screenshots of what it's doing.  It actually did more than usual this time.  In my first attempt, I took screenshots while the game was playing in full screen.  Unfortunately, those pictures didn't work -- they were merely pictures of my desktop, somehow.  I restarted the game and quickly put it into a window and got a few pics I've (hopefully) uploaded here.

This is the sprite-map-like screen I also mentioned previously, where it seemed to stop before.
Title: Re: Savage :The Shard of Gosen
Post by: theANdROId on September 02, 2016, 08:17:16 PM
This one is new tonight.  It almost looks like the game is running somewhere in there, but it's obviously covered in a mess of stuff.  That stuff is constantly changing too, like, new little images are continuously popping up all over the place.

Sorry about the double post...I don't have a clue what I'm doing and it seems I can only post one pic at a time.  I expect these are the two most important though.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 03, 2016, 04:33:47 AM
I tried to take a few screenshots of what it's doing.  It actually did more than usual this time.  In my first attempt, I took screenshots while the game was playing in full screen.  Unfortunately, those pictures didn't work -- they were merely pictures of my desktop, somehow.  I restarted the game and quickly put it into a window and got a few pics I've (hopefully) uploaded here.

This is the sprite-map-like screen I also mentioned previously, where it seemed to stop before.

This one is new tonight.  It almost looks like the game is running somewhere in there, but it's obviously covered in a mess of stuff.  That stuff is constantly changing too, like, new little images are continuously popping up all over the place.

Sorry about the double post...I don't have a clue what I'm doing and it seems I can only post one pic at a time.  I expect these are the two most important though.

Wow!! ... I mean, my first response would be to take the cartridge out and blow on it.

But in all seriousness, I have never seen this before. The game is definitely running under there. I can see elements of the intro and starting area. For instance, those chopped up cascading square pieces -- they look like the behavior of the distant smoke in the burning village in the first level.

It looks like, somehow, almost every single visual asset in the game got its index messed up and swapped with another one from a different texture page -- maybe during the unpack of the .exe.

I unfortunately have no idea how to fix this.

But we can start with deleting the game's data folders and directory, deleting the .exe and downloading the latest build.

Go here and delete everything in and including the "Savage_The_Shard_of_Gosen" directory: C:\Users\<username>\AppData\Local\Savage_The_Shard_of_Gosen
Delete the "SAVAGE The Shard of Gosen <build number>.exe" wherever you downloaded it to.

Get the latest build: http://www.indiedb.com/games/savage-the-shard-of-gosen/downloads/savage-the-shard-of-gosen-public-alpha-50 (http://www.indiedb.com/games/savage-the-shard-of-gosen/downloads/savage-the-shard-of-gosen-public-alpha-50)

Hopefully it works after all that. Beyond that, next update I will also build an installer for the game (in addition to the single runtime exe) - maybe that might work correctly on your machine.

Anyway, thanks for sharing those screens! Sorry for the frustration, but at least those screenshots are fascinating...
Title: Re: Savage :The Shard of Gosen
Post by: theANdROId on September 03, 2016, 09:10:13 AM
Didn't seem to work, but thanks!  As you said, maybe your next update will fix it, and I have a local (brilliant) techie friend who might be able to come up with something.  In the meantime, I'll still keep my eyes on this game!  I'm kinda hoping to replace one or both of my computers soon (both need it for various reasons but that won't be until Christmas I expect...which reminds me I should try this on my other computer and see how it does.) and maybe that will resolve things too.  Thanks again though, and keep up the fantastic looking work!
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 03, 2016, 10:54:43 AM
Didn't seem to work, but thanks!  As you said, maybe your next update will fix it, and I have a local (brilliant) techie friend who might be able to come up with something.  In the meantime, I'll still keep my eyes on this game!  I'm kinda hoping to replace one or both of my computers soon (both need it for various reasons but that won't be until Christmas I expect...which reminds me I should try this on my other computer and see how it does.) and maybe that will resolve things too.  Thanks again though, and keep up the fantastic looking work!

Thanks and sorry to hear that, man -- yeah, that's some bizarre behavior! It'd be interesting to hear if your buddy has any insight into all of this. But yeah, it could just be some weird anomaly relating to the way Game Maker: Studio (the software I use to build the game) compiles and packages it's .exe and your system. I'll keep my fingers crossed concerning your other rig!
Title: Re: Savage :The Shard of Gosen
Post by: X on September 04, 2016, 10:46:16 AM
I forgot to mention this but I feel it's relevant. I named my character Conan before I played the demo. And considering the story I saw before playing the game it fit perfectly, lol.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 04, 2016, 11:03:39 AM
I forgot to mention this but I feel it's relevant. I named my character Conan before I played the demo. And considering the story I saw before playing the game it fit perfectly, lol.

Haha! Awesome -- I have done that, too, plenty of times while playtesting XD

I forgot to mention before, too -- if you're having trouble tracking down keys to progress past the room with the slaves and the locked doors and you wanted to see more:

Exit the room to the left -- the adjacent room with the spider will have a crate containing an iron key. The iron key will open the iron locked door in the slave room. Items sometimes spawn close to and get stuck in solids -- if this happens, just exit and everything will respawn, including the crates.

These aren't spoilers or anything  since item placement, story elements and baddies will be changed, shifted around and fixed come launch.
Title: Re: Savage :The Shard of Gosen
Post by: BLOOD MONKEY on September 04, 2016, 12:17:01 PM
I tried it out. It's really fun. But... It's generic. I can't find anything that sets it apart from the current spew of pixel platformers other than the great art you have going on.
Title: Re: Savage :The Shard of Gosen
Post by: theplottwist on September 04, 2016, 12:45:06 PM
Dunno if it was posted already, but I found this error.

It happened on the room under the one where you find the hammer to use with the anvil. There are two shelled creatures. The first does nothing anormal but the second, if you stomp on it and try to pick it up while standing on a slope, returns this error.

I was able to reproduce it three times.

Also yes, I'm aware this is a buggy mess, as you state on the very first screen. i'm telling you this because well... It might be useful xD
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 04, 2016, 12:47:27 PM
I tried it out. It's really fun. But... It's generic. I can't find anything that sets it apart from the current spew of pixel platformers other than the great art you have going on.

Thanks for giving it a try and sharing your feedback -- while generic, I'm glad you had some fun!
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 04, 2016, 12:49:22 PM
Dunno if it was posted already, but I found this error.

It happened on the room under the one where you find the hammer to use with the anvil. There are two shelled creatures. The first does nothing anormal but the second, if you stomp on it and try to pick it up while standing on a slope, returns this error.

I was able to reproduce it three times.

Also yes, I'm aware this is a buggy mess, as you state on the very first screen. i'm telling you this because well... It might be useful xD

Thanks Plottwist!

This is exactly the kind of feedback I need! And yes, you nailed it -- trying to lift stunned enemies while on a slope is causing a lot of problems  that lead to crashes right now. A fix is coming!
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 04, 2016, 03:56:24 PM
2016.09.04 - Super (re)Sized!

Happy Sunday!

(https://ksr-ugc.imgix.net/assets/013/600/642/0e690943e7147a44a5e5b2ea115c24a5_original.gif?w=639&fit=max&v=1473025119&q=92&s=7e405ed97542fad62ee4e1f3f8640924)

This week sees quite a few fixes to issues plaguing the alpha demo! Let's talk about a couple of the biggest and most obnoxious ones:

Alt+Tabbing

This... this has been the bane of my existence for quite a while -- BUT, there's finally a fix for it!

(https://ksr-ugc.imgix.net/assets/013/600/653/762d1d5e30baedbd879486dd91fe36fa_original.gif?w=639&fit=max&v=1473025194&q=92&s=cf89a4244508d613635b094b3af17451)

Once upon a time, the game, when minimized, or not in focus, still accepted input. Gamepad buttons would still register, as well as keyboard key presses. So if, say, you were alt+tabbed out and Googling something, any keys that performed an action in the game would register.

I tried to fix this by locking out controls when the game registered an "OS pause event". The problem with this, was that locking out controls if you were in a menu screen, title screen, fade in/out -- ANYWHERE but the actual game-y bits, you could not regain control when maximizing your window or trying to get back into the game again.

Now, you can alt+tab like a monkey on too much caffeine and the game (maybe) won't break! YAY!

Display Size

Currently, the game only draws to an aspect ratio of 16:9, and this caused issues when in full screen on some displays.

Now, the game will respect the size of ANY crazy aspect ratio, while still maintaining it's visuals and aspect ratio.

(https://ksr-ugc.imgix.net/assets/013/600/675/71119ac30e301f7dd719bf58454ca46c_original.gif?w=639&fit=max&v=1473025451&q=92&s=660e6305f39db4e8ca53c782b945b324)

I even got some use out of this older monitor to test display sizes with!

(https://ksr-ugc.imgix.net/assets/013/600/851/7f9a4cf969acc35b9848f3edaf48c5b5_original.png?w=639&fit=max&v=1473027164&auto=format&lossless=true&s=9faf73a88d8ca71e5202a33129620aff)

Different aspect ratios will be supported down the road, but at least now you can play the demo without having vital information cropped from the screen (like the player character's life bar).

Anomalies and Weird Stuff

Here are some (hopefully) extreme edge case issues reported here:

(https://ksr-ugc.imgix.net/assets/013/600/950/e307bcf4ed4594de1b207f944a6947f8_original.png?w=639&fit=max&v=1473028049&auto=format&lossless=true&s=b45c4bfac4724fa9a55a88632511facc)

(https://ksr-ugc.imgix.net/assets/013/600/953/e496a564c78eab7ce8cd61814371b746_original.png?w=639&fit=max&v=1473028064&auto=format&lossless=true&s=9273b3e00cd2fd5badebfec662969817)

My first response to this would have been to take the cartridge out and blow into it.

Super weird (and very unsettling from a technical standpoint)! Though, I did get some silly enjoyment from seeing those screens. I have no idea what's going on here, but hopefully no one else is experiencing this madness. Let me know if you are!

A potential fix to this might be to download an installer for the game: https://www.dropbox.com/s/78z5rglga9jkwmh/SAVAGE%20The%20Shard%20of%20Gosen-a5.1.2%20Installer.exe?dl=0 (https://www.dropbox.com/s/78z5rglga9jkwmh/SAVAGE%20The%20Shard%20of%20Gosen-a5.1.2%20Installer.exe?dl=0)

Latest Build and Fixes

he latest build for the alpha demo, if you don't get it through Steam, is here:

 http://gamejolt.com/games/savage-the-shard-of-gosen-alpha/16310 (http://gamejolt.com/games/savage-the-shard-of-gosen-alpha/16310)

Patch notes for alpha 5.1.2:



It's a somewhat short list, but a big chunk of last week was spent making sure all of the Kickstarter backers Steam keys were sent out. More to come!

Thanks again everyone, and I hope you all had a great weekend!

-Matt
Title: Re: Savage :The Shard of Gosen
Post by: X on September 05, 2016, 11:24:52 PM
I'm not sure if this was mentioned so I apologise for the repeat. I noticed one glaring issue while playing the game a second time. It had to do with the elevator ramp. I managed to ride the elevator to the upper floor but then I was killed and had to restart back in the dungeons. I went back to the elevator and hit the switch, however there was no indicator that I had called the elevator. I hit the switch numerous times, even waiting around for minutes at a time, and still nothing. Having an indicator to let the player know the elevator is on its way would be a big help. But since the elevator never came down then that in itself is another issue to bring to your attention. Thanks.

PS. I finally found out how to get the keys  :D
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 06, 2016, 02:10:07 PM
I'm not sure if this was mentioned so I apologise for the repeat. I noticed one glaring issue while playing the game a second time. It had to do with the elevator ramp. I managed to ride the elevator to the upper floor but then I was killed and had to restart back in the dungeons. I went back to the elevator and hit the switch, however there was no indicator that I had called the elevator. I hit the switch numerous times, even waiting around for minutes at a time, and still nothing. Having an indicator to let the player know the elevator is on its way would be a big help. But since the elevator never came down then that in itself is another issue to bring to your attention. Thanks.

PS. I finally found out how to get the keys  :D

Thanks for reporting that! This was fixed in the latest weekly update (http://gamejolt.com/games/savage-the-shard-of-gosen-alpha/16310 (http://gamejolt.com/games/savage-the-shard-of-gosen-alpha/16310))-- wait time is cut down for the elevator -- i.e., when you call the elevator from the bottom or top floors, the elevator position now resets itself to be in the same room you are, just outside of your view. Though, if you repeatedly hit the lever, it might cause a bug to reverse the elevator's direction a few times (I think) -- on the todo list!

You can view the recent patch notes on that page I linked, and also here: http://www.planettobor.com/savage-devlog/2016/9/4/super-resized (http://www.planettobor.com/savage-devlog/2016/9/4/super-resized)

Also, be prepared for save wipes (starting in that patch) regularly as the alpha is updated (should have mentioned that in the post - oops)!

And yes, audio/visual cues (things like gear grinding noises, falling debris, sparks) for the elevator being activated are also on the todo list and will be put in toward the end of development when I start doing audio/polish passes on everything.

Glad you found the keys!
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 11, 2016, 04:23:10 PM
2016.09.11 - I Have Something to Say!

"... It's better to burn out than to fade away!"

(https://ksr-ugc.imgix.net/assets/013/695/537/eb5473bc719913e7f17e6e46e1ca17dd_original.gif?w=639&fit=max&v=1473633053&q=92&s=55633e4f922fc83c20b401e01d199e90)

Sorry -- I've been listening to too much (is that even possible?) of the Highlander soundtrack while working. On a completely unrelated note, how about a project update?!

Talk!

I've begun the process of rewriting old bits of dialogue, as well as creating brand new bits of NPC dialogue and story events. I've updated the old dialogue system to better perform under different circumstances, like whether or not the player should 'trigger' a dialogue event to auto start, or whether they should press the 'interact' button when colliding with a dialogue object to start a conversation with an NPC...

(https://ksr-ugc.imgix.net/assets/013/695/602/02cf4bdd6e8e931dc8c37c78683d76c1_original.png?w=639&fit=max&v=1473633336&auto=format&lossless=true&s=8a849e8f0621ee35b1714ef3589a1955)

(https://ksr-ugc.imgix.net/assets/013/695/603/67a7e703b295af3a8295d45165b05d95_original.gif?w=639&fit=max&v=1473633348&q=92&s=6c04955bfd962ee9a9660ab7708cbbcd)

In this one below (don't worry -- the ugly green box is just there for debugging purposes), the player waits until colliding with the dialogue object before pushing 'up' on the gamepad or keyboard:

(https://ksr-ugc.imgix.net/assets/013/695/606/156a794bd2c1d27baf07ea20b69b3f80_original.gif?w=639&fit=max&v=1473633362&q=92&s=097a950cfd297be03ddb0084ceef7cd1)

This system was already in place, but not wholly hooked up to NPCs. It was also super clunky and a bit all over the place in terms of multiple different dialogue objects that would handle different scenarios. It's all been condensed and trimmed down to one tidy little dialogue object.

Direction!

In addition to tidying up the dialogue event system, I've added practical events to the game that will give the player hints and objectives, as well as main and sub quests:

(https://ksr-ugc.imgix.net/assets/013/695/657/748d850d7ac6fc10679ad7d1ea526009_original.gif?w=639&fit=max&v=1473633574&q=92&s=9e87bbe63f4bb027e3f72ee12bbda439)

Music Break!

There's plenty of audio and music work left to be done, but every once in a while I'll run over to my music creation and editing software and crank something out to help emphasize the mood and tone of the content I'm working on. Here's a little bit of that (rough and work-in-progress):

(https://ksr-ugc.imgix.net/assets/013/695/684/a79cbbf508cb4d7555510e7851b0f7ec_original.png?w=639&fit=max&v=1473633726&auto=format&lossless=true&s=486645b32f88f855796cd85996706a19)

Audio Clip: http://www.planettobor.com/savage-devlog/2016/9/11/i-have-something-to-say (http://www.planettobor.com/savage-devlog/2016/9/11/i-have-something-to-say)

Feedback

I want to thank everyone who's been playing the alpha demo for all of their feedback and bug reporting across Steam, Kickstarter, Castlevania Dungeon Forums, IndieDB, Gamejolt -- I'm hearing all of it, adding your reports and issues to my todo lists and replying where I can! Thank you so much - it's a huge help!

There isn't an update to the alpha demo this week since there's a bunch of dialogue and quest content yet to be added to make the beginning area stuff make more sense, but expect it soon!

Thanks again! 'Til next update!

-Matt
Title: Re: Savage :The Shard of Gosen
Post by: Kale on October 10, 2016, 07:26:56 PM
Not sure if it's been mentioned. I've just gotten around to trying out your demo. The foot step and jump sounds are too loud imo. When a repetitive sound like that is loud, it really gets irritating. At least that's the case for me.

Game is pretty hard on keyboard, I'll give controller a shot some time down the road.
Title: Re: Savage :The Shard of Gosen
Post by: theANdROId on October 16, 2016, 04:49:02 PM
I've been meaning to come back and say that I tried playing this on my other computer and everything works just fine.  There are maybe a few things I could point out that are likely little bugs or issues (like items or even the character getting stuck in the wall in certain areas) but otherwise it works.

I'm stuck in the cave though...the one behind the starting area once you get to the map screen.  I got the throwing knives and figured out they can be used as a little platform thing, but I haven't found anywhere else to use them to get out.  :-/  Maybe...some help on that? :-)
Title: Re: Savage :The Shard of Gosen
Post by: Chernabogue on October 17, 2016, 01:41:16 PM
Wow, first time I see this thread, and all this looks super awesome! Keep up the good work! :)
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on November 21, 2016, 03:23:15 PM
Wow, sorry for getting back to you guys after so long -- I'm not getting notifications for some reason.

Not sure if it's been mentioned. I've just gotten around to trying out your demo. The foot step and jump sounds are too loud imo. When a repetitive sound like that is loud, it really gets irritating. At least that's the case for me.

Game is pretty hard on keyboard, I'll give controller a shot some time down the road.

I agree, and that's on my todo list! Things like the footsteps, jump, landing etc. all need an additional audio pass, and I'll  definitely be doing that!

Yeah, I am generally horrible at platformers on keyboard+mouse. I will be including the option for players to map their own keybindings/gamepad buttons before release.

Thanks for trying it out!

Title: Re: Savage :The Shard of Gosen
Post by: toborprime on November 21, 2016, 03:25:40 PM
I've been meaning to come back and say that I tried playing this on my other computer and everything works just fine.  There are maybe a few things I could point out that are likely little bugs or issues (like items or even the character getting stuck in the wall in certain areas) but otherwise it works.

I'm stuck in the cave though...the one behind the starting area once you get to the map screen.  I got the throwing knives and figured out they can be used as a little platform thing, but I haven't found anywhere else to use them to get out.  :-/  Maybe...some help on that? :-)

Hey, thanks for trying it out!

Yeah, tutorial/info content still needs to be added, especially for things like the throwing dirks --

Find those 'scratched up' background wooden tiles -- they'll also have ropes tied around them. Throw a dagger at them, but HOLD down the button you used to throw the dagger with, and the dagger will stick into the background wood tile, creating a platform for you, just like it does when you throw a dagger at a solid wooden object.

Hope that helps!
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on November 21, 2016, 03:27:49 PM
Hail, Barbarian Horde!

(https://ksr-ugc.imgix.net/assets/014/614/350/697f588b099710fe1e52b0a42cffef72_original.gif?w=639&fit=max&v=1479763008&q=92&s=3074e32a8cd611793aa6e6f00b00a40c)

Sorry this update has been a long time coming -- October turned out to be unusually busy and I had a number of large game-related issues I wanted to tackle before delivering you all an update. But rest assured, challenges hath been slain and there's a ton of new work to talk about!

Here's what's been going on since the last update:

NEW/Retro-fitted Bad Guys

(https://ksr-ugc.imgix.net/assets/014/614/255/0e9c46ec0f3dd10e97181dcc2bc74d57_original.png?w=639&fit=max&v=1479762668&auto=format&lossless=true&s=9f538f781a5f118f49457cfeec233211)

I've been diving into my already-finished bag of tricks to produce some newer baddies, especially for the starter areas that many people are having trouble with.

For example, the bats (which a LOT of people have been getting slaughtered by) have been nerfed and are more manageable now, as far as their speed and aggressiveness. I've done a palette swap of them to create a newer, deadlier bat monster. This little process has been done on a series of baddies to help balance out the overall experience a bit more, especially in an attempt to teach the player early on what is expected of them, mechanically.

Here are some other screencaps and examples of newer critters I've crafted:

(https://ksr-ugc.imgix.net/assets/014/614/320/d1387d4b86efe1bf115e701c74a3bebd_original.gif?w=639&fit=max&v=1479762870&q=92&s=cdbdb5e86a078344b8d13629f3635fab)

(https://ksr-ugc.imgix.net/assets/014/614/323/ad7c999028d5d4d8756da80617aa48db_original.gif?w=639&fit=max&v=1479762881&q=92&s=6fda84ae67555f934a1f13576edc5916)

(https://ksr-ugc.imgix.net/assets/014/614/325/0f74becf7468bd059994b886771a7b7d_original.gif?w=639&fit=max&v=1479762894&q=92&s=d4d12a9b75821f9a30ec608e0d7b655c)

(https://ksr-ugc.imgix.net/assets/014/614/332/085bc495a23eb180814dcfa87359b4fd_original.gif?w=639&fit=max&v=1479762912&q=92&s=72c5b304b1c526a3934b0a95a34985e9)

Area and Level Tuning

Some of the areas go on for WAY too long (in my opinion) and feel like filler. I've been cutting down on area maps and tossing rooms that feel excessive.

(https://ksr-ugc.imgix.net/assets/014/615/145/24c4de53b8f487d8f87c9591ac23ee9e_original.png?w=639&fit=max&v=1479766333&auto=format&lossless=true&s=aa17e75369adfd66f06dd698866953f1)

(https://ksr-ugc.imgix.net/assets/014/615/199/e436539d4704a85a80e2de58a7f9c5a3_original.png?w=639&fit=max&v=1479766568&auto=format&lossless=true&s=2c4dcd5c0b0cc5bda6f4a3dbfc37f576)

I've also been going through the finished areas and FINALLY adding physically visible and interactive save/checkpoints:

(https://ksr-ugc.imgix.net/assets/014/615/212/8d8ff8e5f0edc469d065116528a8c0f4_original.gif?w=639&fit=max&v=1479766630&q=92&s=80eafc52d1bf8eaa038c424cb0c3dd4a)

... AND, adding shortcuts (probably letting my Dark Souls fetish show)!

(https://ksr-ugc.imgix.net/assets/014/615/223/04fe572aa4ea8cf340c8f6ff53ea561d_original.gif?w=639&fit=max&v=1479766689&q=92&s=0fe3d6cd033b590a1242c7207840f48d)

There are certain areas, too, that I felt lacked a solid visual identity (mainly, background images and graphics)-- especially unique locations. I'm fixing that:

(https://ksr-ugc.imgix.net/assets/014/615/236/55b1ad7d62b478d3dc056de2194e4297_original.gif?w=639&fit=max&v=1479766740&q=92&s=f1b5cc9a2c35c73678d4dc2aa767224d)

 ... As well as:



All of these aspects are finally making certain areas feel "complete" and polished.

Massive Mechanical Tuning

Across all of the finalized content I'm addressing and tuning several things:



Those have been my main priorities. Now, here's a BIG one:

Anyone who has played the live development build would notice a lack of effective area surrounding your weapon strikes, especially when you are flush up against something you're trying to hit, or trying to hit one of those pesky, smaller and agile bats.

Here's an example of this problem:

(https://ksr-ugc.imgix.net/assets/014/615/578/78f97cced273108631464e48300621c8_original.png?w=639&fit=max&v=1479768183&auto=format&lossless=true&s=f495402185c8fefda4f697b7f8a69d59)

Each weapon has it's own unique hitbox, usually using a type of 'precise' collision detection. Obviously, this can be a problem when you have a situation like the one pictured above; the player is standing RIGHT NEXT to a door, they strike it, trying to open it, but their weapon's hitbox winds up OUTSIDE the door's hitbox, therefore resulting in NO collision.

I've taken steps to fix this by reworking the combat system to accommodate an additional invisible, inverted hitbox that bridges the gap between the player's bounding box and their weapon (in other words, a hitbox that is an arm's length).

(https://ksr-ugc.imgix.net/assets/014/615/615/159dbc434a2c9ce25f389af4dc74b72d_original.png?w=639&fit=max&v=1479768352&auto=format&lossless=true&s=fc93a9be52d7d1fe78bb2b3f03b439a2)

This took a lot of doing and re-engineering of the current system, but is WAY worth it. Combat feels more responsive since you have better coverage, and attempting to strike things like levers, switches and doors will now no longer (mostly) result in a complete whiff.

Unintentionally, this also introduces an interesting 'direct hit' kind of system; if you are not striking an enemy with the actual bounding box of your weapon, BUT your mirrored arm-length hitbox collides with an enemy, it won't do quite as much damage is slicing an enemy directly with your rad sword would. Accidental, but interesting and offers a bit more depth to the combat!

MORE Events

I've added a TON of new dialogue and NPC interaction including but not limited to:



In addition, I've gone back to previous dialogue and edited it for either length, or to bring it all up to speed with current character arcs and goings on.

Fixed Issues and Bugs

I've been pouring over all of your feedback (thank you!) and issue reporting, and I'm busy at work cracking all these little suckers, and addressing a few other issues.

I'm also working on RE-working the save system -- at present, it isn't perfectly future-proofed, and some technical issues need to be ironed out, but this probably won't be 'perfect' until closer to launch.

Anyway -- thanks for reading another update! There will be a big juicy patch coming to the live development build soon including all of these changes, content, and more!

Thanks again for all your support and patience, and have a great Thanksgiving!

-Matt
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on December 31, 2016, 10:35:43 PM
2016.12.31 - They (un)Live! Halloween Update

Merry (post) Christmas, Happy Holidays, and Happy New Year!

You've got one more present to open before the year's over:

2016 Pre-launch Trailer!

https://www.youtube.com/watch?v=EtcM_Svj6TU&t=3s (https://www.youtube.com/watch?v=EtcM_Svj6TU&t=3s)

The credit for direction, cinematography and visual FX goes to the insanely talented Christine Carstairs!

Go check her site out and other works here:

http://www.escapingwestlawn.com/ (http://www.escapingwestlawn.com/)

https://twitter.com/DSLR_Girl (https://twitter.com/DSLR_Girl)

Sorry this wasn't shot to you all sooner -- I've been in and out of consciousness all week thanks to a cheerful little holiday flu ('tis the season!). As soon as I'm able, I'll fire off the next update to the live playable build!

Updates that you can expect:


Expect a more in-depth change log once the build goes live!

Until then, have a safe and happy New Year! See you in 2017!

- Matt
Title: Re: Savage :The Shard of Gosen
Post by: X on January 02, 2017, 07:51:22 AM
Sweet! And Happy new year toborprime  :D
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on January 02, 2017, 10:39:32 AM
Sweet! And Happy new year toborprime  :D

Hey, thanks X! And to you as well!
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on May 03, 2017, 03:27:41 PM
2017.5.3 - New Playable Build!

Yes, new build! (http://www.indiedb.com/games/savage-the-shard-of-gosen/downloads/savage-the-shard-of-gosen-public-alpha-50) But we'll get to that in a second -

- I've been down in a development hole working like a demon to get this game polished, feeling great, and worth your time to play. I'm finally coming up for air to show you all the shiny new progress that's been done, and I'm sorry it's taken me since January to do so - but here we go!


NPCs Finally Added, New Dialogue Font!

The mining prison is now teeming with characters you can interact with in the current build - their stories might continue on from here, or end tragically depending on how you handle these interactions. I also completely redesigned the dialogue font for better legibility while retaining the dark fantasy theme:

(https://ksr-ugc.imgix.net/assets/016/508/499/4104c409195ce163465c21d72f2af97f_original.gif?w=639&fit=max&v=1493807374&auto=format&gif-q=50&q=92&s=fe0206e3a1c59ac9e2d1a860188add09)

There is also a new KEYS section in the inventory to store mundane Iron Keys, Gold Keys, and unique quest keys and items:

(https://ksr-ugc.imgix.net/assets/016/508/522/e002551b55dfe631aab1964695878df9_original.gif?w=639&fit=max&v=1493807476&auto=format&gif-q=50&q=92&s=37d4acc241f06c10bcb9f12ee99a756e)


Updated Controls, Tutorial Prompts and Sequence

The game FINALLY has a tutorial sequence with appropriate prompts (the prompts are purely optional and can be interacted whether you choose to or not) at the start of the game, leading up to the intro story bits:

(https://ksr-ugc.imgix.net/assets/016/508/255/11a5c926d18467d20ab42e2f702a23da_original.gif?w=639&fit=max&v=1493805787&auto=format&gif-q=50&q=92&s=bf8a784d225e2298c5927215484b8cb0)

There is now also a DEDICATED GRAB button for grabbing objects, pushing/pulling them, lifting and tossing them:

(https://ksr-ugc.imgix.net/assets/016/508/266/1896c9081358c4456c98470f63550ca2_original.gif?w=639&fit=max&v=1493805862&auto=format&gif-q=50&q=92&s=6d4d2cca3b5b83fd946d038bd3521a2c)

Tutorial prompts have been placed elsewhere in the game world where necessary, also:

(https://ksr-ugc.imgix.net/assets/016/508/269/922b53bea3c6e263171d43325b82f6ca_original.gif?w=639&fit=max&v=1493805917&auto=format&gif-q=50&q=92&s=929b543e2f54e235641969367e3ca028)


GUI Madness, Mouse Support and Options

The user interface elements have all gotten an overhaul (visually and mechanically) and now have mostly functioning mouse support! In addition, you can now fully remap either a gamepad, or mouse and keyboard to play EXACTLY how you want to play!

(https://ksr-ugc.imgix.net/assets/016/508/186/910eb27fee837f4c007f9390ef75d078_original.gif?w=639&fit=max&v=1493805512&auto=format&gif-q=50&q=92&s=9e8899fdd2d33a63f5226455555607fe)

Swapping between gamepad input and keyboard input will also be reflected now across ALL prompts, user interface elements, and HUD elements:

(https://ksr-ugc.imgix.net/assets/016/508/201/9c28bcf460cdeb4f9242c36fc29ded5b_original.gif?w=639&fit=max&v=1493805574&auto=format&gif-q=50&q=92&s=6935877420c21b4418b848eb57bb8ef3)


New Essence, Level Up, Restore Point

You can now gain Essence Points from battle and spend them at designated restore points (or, for the lore junkies, "Essence Vessels"; artifacts left behind by ancient beings as they carved their way through the old world):

(https://ksr-ugc.imgix.net/assets/016/508/569/7cec65845645f81606fc6a7c3ffee10e_original.gif?w=639&fit=max&v=1493807706&auto=format&gif-q=50&q=92&s=1d6dabdb1267509d38525933a67f1422)

Spending Essence Points on your three primary stats (FAVOR is a liquid stat, which can also raise and lower depending on other actions) will increase your level, but also increase sub stats like knockback resistance and knockback power, dodge speed, allow you to equip more powerful gear, and lots of other things that we'll go over closer to release!


Vendor System and Gear Comparisons

You can now sell and buy things! FINALLY!

(https://ksr-ugc.imgix.net/assets/016/508/596/e2e9037c98761aeaba863bfc838eb8ed_original.gif?w=639&fit=max&v=1493807860&auto=format&gif-q=50&q=92&s=f76780fea129b02af2dfe77db8c148c3)

As is included in the vendor system, you can also compare potential weapons, shields and armor stats against your currently equipped gear to see whether you will gain any increases (or decreases) in things like damage output, resistance, armor hit points, and whether you have enough MIGHT or RESOLVE to use a piece of equipment:

(https://ksr-ugc.imgix.net/assets/016/508/635/fd75a5a7e41090837b4577cca76d6887_original.gif?w=639&fit=max&v=1493808020&auto=format&gif-q=50&q=92&s=1766470e17785531da90f4cc3a0dcc7c)


New Music

Here's an assortment of new (and redone) music tracks that have made it into the game! These are mostly done, but still need an eventual final pass for EQ-ing and mixing/mastering:

 Go HERE and scroll to New Music to listen!    (http://www.planettobor.com/savage-devlog/2017/5/3/new-playable-build)


New Site and Info

The game's main page has been updated with more information and story info! (http://www.planettobor.com/savage)

(https://ksr-ugc.imgix.net/assets/016/508/855/850ecc36edc362c38316567c6bf2b3c3_original.png?w=639&fit=max&v=1493809029&auto=format&lossless=true&s=3025369b9a15ad666571d20645938e47)


... And MORE

There are many other improvements, additions and bug fixes in the latest build - to many to go into detail over, so here are the patch notes! (http://steamcommunity.com/app/408060/discussions/0/1326718197203503413/)


DreamHack Austin

I had the spur of the moment opportunity to bring the game to DreamHack in Austin over the weekend.

(https://ksr-ugc.imgix.net/assets/016/509/201/0c2bab5ab5d58bc1ecd3cb806d378e60_original.png?w=639&fit=max&v=1493811058&auto=format&lossless=true&s=19740efbbaa563c5b72999fe2f35d64a)

I was incredibly nervous and didn't quite know what to expect (and wasn't sure if we were going to make it), but the show went well! I got a LOT of good feedback, and PC Gamer came over and did a video interview and captured some game footage. Here are the videos if you fancy watching me be a sleep deprived idiot in front of a camera!

https://www.youtube.com/watch?v=hkbq_L5z304 (https://www.youtube.com/watch?v=hkbq_L5z304)

https://www.youtube.com/watch?v=TmEhsoiKwVI (https://www.youtube.com/watch?v=TmEhsoiKwVI)

(the Youtube comments sections are especially hilarious)

Here is the article featured on PC Gamer also. (http://www.pcgamer.com/savage-the-shard-of-gosen-is-a-sidescrolling-rpg-inspired-by-the-worst-zelda-game/)

If you already activated your Steam key, the new build should automatically update in your Steam client!

After this update, builds will also differ between what's available via Steam and the other live demo locations:

GameJolt (http://gamejolt.com/games/savage-the-shard-of-gosen-alpha/16310)

IndieDB (http://www.indiedb.com/games/savage-the-shard-of-gosen/downloads/savage-the-shard-of-gosen-public-alpha-50)

Anyway, thanks for checking out the update! That's all for now - more to come soon!

-Matt
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 12, 2017, 10:22:00 AM
2017.5.3 - New Playable Build!

Horizontal thrusts? Up thrusts? DOWN thrusts?! I've got you covered, Barbarian Horde!

The last few months I've been grinding away at the one last juicy feature I felt was necessary to make Savage really shine: Directional combat! I mean, I can't cite one of my big inspirations as Zelda 2 without allowing players to strike their enemy's head from above. Let's have a look.


Directional Combat

(https://ksr-ugc.imgix.net/assets/018/296/413/e6cb201dc4c4a84422a3b3b0235042a3_original.gif?w=639&fit=max&v=1505227674&auto=format&gif-q=50&q=92&s=850177f2bfe6dec8b5a3fd57d8226d7d)

(https://ksr-ugc.imgix.net/assets/018/296/425/60a9b5f675cdb3ef4b4688c60822cb35_original.gif?w=639&fit=max&v=1505227700&auto=format&gif-q=50&q=92&s=1cfe95a8c20228de3a1a68a95a23f032)

(https://ksr-ugc.imgix.net/assets/018/296/439/e7127bd3550812fdb78967210986a19d_original.gif?w=639&fit=max&v=1505227732&auto=format&gif-q=50&q=92&s=ce3f2a23aa38eecb056a15d210b1752a)

Across several new player states, new sprites (774 frames), new armor sprites (2,322), shield positions (you can also shield bash upward and downward!), and weapon positions, bringing the pain to the baddies is now possible from WHEREVER. This has also fixed certain issues I wasn't excited about. Situations like climbing a ladder and having a stubborn enemy directly above you, or some harder to hit, low lying enemies like the cave crawlers and rockbiters.

This also makes existing enemies (like skeleton warriors that spawn with specific gear sets, for example) that are able to mimic the down/upward attacks feel a LOT more fair, giving the player the same strategic choices -- making combat feel WAY more interesting.

Timing a perfect downward strike and HOLDING the attack button also gives you some good air on your bounce!


Let's Talk About the Weather

In those gifs above, I'm sure you've noticed some new sprites and visual effects, like new clouds, and an honest to goodness SUN in the sky. Good eye, I say! There is now a fully functioning dynamic weather system, along with new sun sprites and effects, moon sprites (with actual phases, i.e. new, waxing, waning, full), new cloud sprites that reflect the day/night/weather change, and star constellations that correspond to the different deities worshiped (or abhorred) in the world of Lor.

Here's a look at all of that in action in the 2D platforming sequences and the 3D overworld:

(https://ksr-ugc.imgix.net/assets/018/296/632/3b1011d23f6ec27e8f1bde0cfefbc5ed_original.gif?w=639&fit=max&v=1505228395&auto=format&gif-q=50&q=92&s=89802f4e49ed4a112325256a967004ca)

(https://ksr-ugc.imgix.net/assets/018/296/658/035f267e193d5506444b5ce0a921aa1e_original.gif?w=639&fit=max&v=1505228473&auto=format&gif-q=50&q=92&s=02f030ea2473299248f064f9515b03a4)

(https://ksr-ugc.imgix.net/assets/018/296/676/91540b031e4568cc53409f160634b973_original.gif?w=639&fit=max&v=1505228517&auto=format&gif-q=50&q=92&s=5953934e7fdf62fce56091737a4ecdc3)

The weather system is also dependent on what in-game season it is (and what location you are currently in -- probably not going to snow/blizzard in the desert, ha!). Along with it, a slew of new backgrounds reflecting things like snowstorms (and winter) have been added:

(https://ksr-ugc.imgix.net/assets/018/296/758/e6f7209964f48e244a1dc85ffcb794f8_original.gif?w=639&fit=max&v=1505228674&auto=format&gif-q=50&q=92&s=759ee4a0582c25eda3bf2ac3bf64a3b8)

(https://ksr-ugc.imgix.net/assets/018/296/761/a8269d77abca2da6cc3a804413c33377_original.gif?w=639&fit=max&v=1505228686&auto=format&gif-q=50&q=92&s=497535c374608635832d56268018c5cd)

(https://ksr-ugc.imgix.net/assets/018/296/772/9bb808bf0c90f6ff3121aedfb0ccf6e2_original.gif?w=639&fit=max&v=1505228711&auto=format&gif-q=50&q=92&s=6a677f81ce3053d3afe3ed09b4914f27)

(https://ksr-ugc.imgix.net/assets/018/296/782/9390489daffb2ab1dca5c7eea1dc6c82_original.gif?w=639&fit=max&v=1505228736&auto=format&gif-q=50&q=92&s=75f92e7fa13aa8f38c357c49574e88ab)

New weather types include clear skies, cloudy, thunderstorms, light rain into rainstorm, snow, and blizzard.

The combination of location, day/night, season, weather, moon phase, and dominant constellation can, and sometimes WILL affect what sort of randomized encounter you are going to have on the world map.

There are also some secrety fun things constellations can do, depending on what God's fetish, fetish level, and FAVOR stat you currently have (more on that in a future update!).


Daggers in the Dark

The new Gosen Highlands location also brings with it some new areas, dungeons and baddies, like the Noctwurm Assassin, courtesy of the Noctwurm Cult (all with their own backstory and lore)!

(https://ksr-ugc.imgix.net/assets/018/296/892/5bd63b5016cef7a84a04a1e74a55a345_original.gif?w=639&fit=max&v=1505229028&auto=format&gif-q=50&q=92&s=7a6ef69c450e70be1e84cd74bc02991d)

(https://ksr-ugc.imgix.net/assets/018/296/896/ff4722e8e73071f5acaaaeeee20b310f_original.gif?w=639&fit=max&v=1505229064&auto=format&gif-q=50&q=92&s=787283c134de9e3595dab2535a863817)


Patch Notes and Release Breakdown

NEW FEATURES

COMING SOON
A reminder - Kickstarter backers can access all the newness via Steam, provided they redeemed their Steam Keys.

Groupees Greenlight Bundle folks can access the same from their product pages (their Steam Keys will unlock once the game is released).


Why Is This Taking So Long

I have zero excuses why this is taking me as long as it's taking, but the reasons are pretty important. Wanting to deliver a game to you all that is worth your time to play is chief among them. It turns out trying to make the best damn game I possibly can takes time, and more time than I initially accounted for. That's 100% on me, and I'm sorry for making you all wait so long.

I will also not release a crippled, ugly thing that I am not proud of, ha! So, the battle continues, but the end is certainly in sight. With the directional combat completed, in the game, and fully functional (and actually feeling pretty great), aspects of the game like personality, mood and atmosphere are coming together very quickly. Especially with the new atmosphere and weather effects in place, the game is looking and feeling like the game I wanted to bring to life in the first place - and I have all of you to thank for that.

The current step is content, content, content (finishing dungeons, NPCs, items, weapons, armor and shields, and a handful of enemies that are not completed to flesh out certain areas).

So again, thank you for your patience, your involvement, and your support - it is keeping the fire going bright, strong and SAVAGE... (*ahem*)!

Your loinclothed (is that even a word?) friend,

-Matt

P.S. Forgot to mention! If you're curious about checking in on the game's progress more frequently, I have been very active with live development streams here: https://www.twitch.tv/toborprime (https://www.twitch.tv/toborprime)
Title: Re: Savage :The Shard of Gosen
Post by: X on September 12, 2017, 10:58:08 PM
Quote
Why Is This Taking So Long

I have zero excuses why this is taking me as long as it's taking, but the reasons are pretty important. Wanting to deliver a game to you all that is worth your time to play is chief among them. It turns out trying to make the best damn game I possibly can takes time, and more time than I initially accounted for. That's 100% on me, and I'm sorry for making you all wait so long.

I will also not release a crippled, ugly thing that I am not proud of, ha! So, the battle continues, but the end is certainly in sight. With the directional combat completed, in the game, and fully functional (and actually feeling pretty great), aspects of the game like personality, mood and atmosphere are coming together very quickly. Especially with the new atmosphere and weather effects in place, the game is looking and feeling like the game I wanted to bring to life in the first place - and I have all of you to thank for that.

The current step is content, content, content (finishing dungeons, NPCs, items, weapons, armor and shields, and a handful of enemies that are not completed to flesh out certain areas).

So again, thank you for your patience, your involvement, and your support - it is keeping the fire going bright, strong and SAVAGE... (*ahem*)!

Your loinclothed (is that even a word?) friend,

-Matt

Absolutely. Too many companies taking too many shortcuts, and cutting corners till there are only circles left, has become somewhat of an epidemic amongst the world of gaming. It is better to make your work worth while instead of rushing your work and selling a shoddy product in the end. Take whatever time you need to get the best outcome for something that you can be proud of  :)
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 13, 2017, 01:38:22 AM
Absolutely. Too many companies taking too many shortcuts, and cutting corners till there are only circles left, has become somewhat of an epidemic amongst the world of gaming. It is better to make your work worth while instead of rushing your work and selling a shoddy product in the end. Take whatever time you need to get the best outcome for something that you can be proud of  :)

Thanks! And totally agree -- and that circle metaphor is great! Never heard it put like that before  :)
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on December 13, 2017, 08:40:32 PM
Hail, Loinclothed Heathens!

(https://ksr-ugc.imgix.net/assets/019/586/477/e30376895e9c89580ad9e58e5d00fa47_original.png?w=639&fit=max&v=1513166711&auto=format&lossless=true&s=7e11e4101f7a945bf012275b135fa50f)
(an oldie but a goodie)

Let's get some bad news out of the way RIGHT NOW, shall we? It is becoming crushingly apparent that I won't get to a 100% finished Savage powerhouse of a game by the end of this year. BUT, what I've got right now is fantastically close. It's feeling better (mechanically and content-wise) than I could have ever imagined, so we're getting there!

There is indeed a shiny new playable build to talk about, too, so let's dive in!


Leveling the Playing Field

Item number one for me over the last couple of months has been to MAKE. THE MAP. MATTER! I'm churning out stages, levels and areas like crazy, so here's a sneak peak at one of the more complicated areas I've had to tackle:

(https://ksr-ugc.imgix.net/assets/019/584/753/3c55cc5d3366a90d368b571ce2c98489_original.png?w=639&fit=max&v=1513149294&auto=format&lossless=true&s=b4f54b8f6b6acb0cf55ef017886427ec)

Here's a visual guide I've been using to manage this maze-like location known as "Hell's Teeth" (which has some equally menacing lore behind it. Details will be found in item descriptions and NPCs for players to piece together)....

(https://ksr-ugc.imgix.net/assets/019/584/746/e6eaf9db1eb55bc30c8bd8db09929f8e_original.png?w=639&fit=max&v=1513149240&auto=format&lossless=true&s=f95774ff0e959eb2077863f434caa4d5)

... And, upon entering any of those lettered "nodes", or entrances, we wind up in the above grid (this is pretty much my ode to the Death Mountain stage in Zelda 2).

 

Navigating the catacombs, ruins and caves that comprise this area is no joke, and you can expect some nasty surprises!

Here are a few glimpses into some of the new nightmarish locations:

(https://ksr-ugc.imgix.net/assets/019/585/044/501ec6b418bbae6d4b5f1644b0d604fa_original.gif?w=639&fit=max&v=1513152472&auto=format&gif-q=50&q=92&s=bacc35c98390cd997fbc765be7148e60)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2F%5Burl%3Dhttps%3A%2F%2Fksr-ugc.imgix.net%2Fassets%2F019%2F585%2F084%2F95a22f0276d6ed22da0ded07465f311f_original.gif%3Fw%3D639%26amp%3Bfit%3Dmax%26amp%3Bv%3D1513152868%26amp%3Bauto%3Dformat%26amp%3Bgif-q%3D50%26amp%3Bq%3D92%26amp%3Bs%3D0dcb3d237ecc64be8f3fa81e1f27e672%5Dhttps%3A%2F%2Fksr-ugc.imgix.net%2Fassets%2F019%2F585%2F084%2F95a22f0276d6ed22da0ded07465f311f_original.gif%3Fw%3D639%26amp%3Bfit%3Dmax%26amp%3Bv%3D1513152868%26amp%3Bauto%3Dformat%26amp%3Bgif-q%3D50%26amp%3Bq%3D92%26amp%3Bs%3D0dcb3d237ecc64be8f3fa81e1f27e672%5B%2Furl%5D&hash=d28fbd5c97ff1ccd7f999162cf0c7558)

(https://ksr-ugc.imgix.net/assets/019/585/088/10fec7271ff5e0acc41513cecbd78025_original.gif?w=639&fit=max&v=1513152903&auto=format&gif-q=50&q=92&s=d8fbf320606d5f6e7ec652c92c115fc8)

(https://ksr-ugc.imgix.net/assets/019/585/094/d0ab4e0519492f90644c2234830e59d9_original.gif?w=639&fit=max&v=1513152971&auto=format&gif-q=50&q=92&s=7902c0a01fd55de1f540a9ed8562507e)

These new areas also feature a host of new props and background assets:

(https://ksr-ugc.imgix.net/assets/019/585/464/46f547202c2851c71b6a1334c9b6d93e_original.png?w=639&fit=max&v=1513157423&auto=format&lossless=true&s=220876960f7f592ce2445cd20cc4c269)

(https://ksr-ugc.imgix.net/assets/019/585/473/1eba0ece3d3a88dd5103e8c3a383a338_original.png?w=639&fit=max&v=1513157447&auto=format&lossless=true&s=444a81f5f9ea126f09a5003b38eb3499)


Shield Slammin' Noctwurmin' Nightmares

With new places comes new faces. And things with which to murder them. Among them is the Nocturm Cult - a clan of Gosenian death worshippers. Specifically, they bow to The Noctwurm, an aspect of the horned serpent, Abhan Yloth. The two have been seperated so long, they have confused each other for separate entities and have therefore become enemies, one attempting to devour the other.

(https://ksr-ugc.imgix.net/assets/019/585/399/76f98d584ee4e0b1a55dfa6bcad55228_original.png?w=639&fit=max&v=1513156760&auto=format&lossless=true&s=1656fdd0b6bd0ee9876bf263514722ee)

(https://ksr-ugc.imgix.net/assets/019/585/405/75db901e29bb99f29dd74ebe0283015f_original.gif?w=639&fit=max&v=1513156860&auto=format&gif-q=50&q=92&s=ca87a3e2c40f015fa884ae78c6eab90c)

Some of the new pieces of gear:
(https://ksr-ugc.imgix.net/assets/019/585/452/f418c3ce1c7693ba99ca6e13a754a368_original.png?w=639&fit=max&v=1513157291&auto=format&lossless=true&s=f9223a33fbc32bd03e2286fa6cec8ef5)

It was personally exciting to me to FINALLY get in some heater shield type designs, as well as finally getting in some two-handed axe slaughter time!


Let the Bodies Hit the Other Bodies

One of the hallmarks that I have really tried to get right about the game world I'm trying to create has been interactivity and rules. Rules that all other actors/entities/objects should adhere to (albeit in a whacky 2D barbaric environment). A lot of the feedback I've gotten from viewing folks playing the game has shown some holes in the delivery of this philosophy - one of them being, EVERYBODY tries to pick up corpses!

Well... be disappointed no further!

(https://ksr-ugc.imgix.net/assets/019/585/571/fc69e6eafc35fa4d7ec91e7eff11f9ec_original.gif?w=639&fit=max&v=1513158583&auto=format&gif-q=50&q=92&s=87c17ace2340f8e423a206278ff7f400)

Yup - you can now pick up, carry, and throw corpses (this includes all the savagely hilarious situations that spring from this, like picking up a downed undead warrior, tossing him into another, and both of them shattering in a shower of bone fragments).

On a related note, this following depiction of more fun with corpses is coming in the next update:

(https://ksr-ugc.imgix.net/assets/019/585/582/71263003cb2744d9b6af533cb71470f4_original.gif?w=639&fit=max&v=1513158729&auto=format&gif-q=50&q=92&s=362e7ac279451527c94f019943a72924)

You can see there that corpses will be affected by fire and will stop arrows, making them (corpses) makeshift shields against hazards coming at you from above (including things like falling spikes, acid, etc.)! This also means LIVING enemies, where applicable, will ALSO be affected by things like fire, acid, etc.


Music and Mayhem

Here's a peak at some of the tunes I'm working on that you'll hear in a later game *spoiler*, where *spoiler* summons the *spoiler* causing the player to *spoiler* the *spoiler*:

 Mysterious WIP Song (https://d15chbti7ht62o.cloudfront.net/assets/019/585/800/204ebe17c2aea97c52becba472c1e120_mp3.mp3?2017)

Though there's work yet to do, all the art, programming, music and mechanics are already blending together to create something that is not just fun, but satisfying to play for you all, and a world full of interesting things and places to discover.

(https://ksr-ugc.imgix.net/assets/019/586/250/cebcf30200f1163752506e29247efa2a_original.png?w=639&fit=max&v=1513164725&auto=format&lossless=true&s=2c6cb611d43719a15f2e8699f1c4df02)


Patch Notes and Update List

That about wraps it up for the highlights of the update. Here's the usual detailed breakdown of what's new in the latest build:



Streamer Roundup

There has been a whole HOST of very talented and entertaining people taking a crack at the game and introducing it to their audiences. To them, I say THANK YOU for giving the game a shot and spreading the word!

(https://ksr-ugc.imgix.net/assets/019/586/381/4a4b8ee993616bbe7848d43e415a02c9_original.jpg?w=639&fit=max&v=1513165919&auto=format&q=92&s=66228599da35d6289e67a94a4604d6e4)
BovineDevine (https://www.twitch.tv/bovinedevine)

(https://ksr-ugc.imgix.net/assets/019/586/385/057de3322c3c5c5f8b3e41250540e749_original.jpg?w=639&fit=max&v=1513165962&auto=format&q=92&s=129fe52e113fec5eb1fce92eb740b5fe)
GamesPlusJames (https://www.twitch.tv/gamesplusjames)

(https://ksr-ugc.imgix.net/assets/019/586/388/f30fc1f6fa45536aa68ccad677aa3fb2_original.png?w=639&fit=max&v=1513166000&auto=format&lossless=true&s=620d7650cb892d32139b7ae8ce38ce94)
Joshachu (https://www.twitch.tv/joshachu)

(https://ksr-ugc.imgix.net/assets/019/586/398/238ea5cf1408e3c5e744c87d4e1f7ae8_original.png?w=639&fit=max&v=1513166055&auto=format&lossless=true&s=4f6ddf2b48788734c8fe7ec284b6b2cb)
KingRadinov (https://www.twitch.tv/kingradinov)

(https://ksr-ugc.imgix.net/assets/019/586/401/01f11d238e12b369513eabc9722007ee_original.png?w=639&fit=max&v=1513166099&auto=format&lossless=true&s=f9ab275818b63793fcdc24ad91740eb5)
Owazrim (https://www.twitch.tv/owazrim)

(https://ksr-ugc.imgix.net/assets/019/586/406/98b22bf0eb1ef7134c1d206bf97697df_original.png?w=639&fit=max&v=1513166137&auto=format&lossless=true&s=3d66c3c0d93427f8df32c04c4b7ee4b3)
Shooter_Q (https://www.twitch.tv/shooter_q)

(https://ksr-ugc.imgix.net/assets/019/586/408/8cc35239594f20fd867f8904179ec03f_original.png?w=639&fit=max&v=1513166184&auto=format&lossless=true&s=d5234256aed0eb9935d3f41e1fd39c70)
vgRealm (https://www.twitch.tv/vgrealm)

(https://ksr-ugc.imgix.net/assets/019/586/412/b8b7ddbddff655004103342f239277c2_original.png?w=639&fit=max&v=1513166230&auto=format&lossless=true&s=51c4eeb799688d5d0c9884b4a1ca89b3)
SourKoolaidShow (https://www.twitch.tv/sourkoolaidshow)

(https://ksr-ugc.imgix.net/assets/019/586/420/0eb79fdbb7967e6402a7be58245b34fc_original.png?w=639&fit=max&v=1513166301&auto=format&lossless=true&s=8463b24abd11bf4f606ff01ffd5644b1)
Kaitality (https://www.twitch.tv/kaitality)

Click on those links and give those fellas a follow, if you'd be so kind!!

SourKoolaidShow's stream specifically had me in stitches: https://www.twitch.tv/videos/207509016 (https://www.twitch.tv/videos/207509016)



And that's a wrap on this update! If you want to follow along with development more closely, come take a look at my Twitch page where I stream live development!

https://www.twitch.tv/toborprime (https://www.twitch.tv/toborprime)

If you're curious for more insight, I have the HUGE pleasure of hanging out with my friend Tim to bring you a brand spankin' new podcast! We're going to make this a thing every other Wednesday from now on!

https://www.youtube.com/watch?v=Rc8lACP1eks (https://www.youtube.com/watch?v=Rc8lACP1eks)

I hope you all have a Merry Christmas and a Happy Holiday season! Thank you SO MUCH for all your support, and I will see you next year!!

-Matt
Title: Re: Savage :The Shard of Gosen
Post by: BLOOD MONKEY on December 14, 2017, 07:49:27 AM
Just

WOW
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on November 30, 2018, 04:14:22 PM
[h1]**IMPORTANT**[/h1]

GameMaker games and Windows 10 seem to be butting heads on certain systems. If your display goes black and then white (showing nothing and no response from Savage) when starting the game in Fullscreen, here's what seems to fix the issue.

TO FIX:

RIGHT CLICK on the Savage .exe and open Properties and navigate to the Compatibility tab. CHECK the box under Settings labeled "Disable fullscreen optimizations". Click APPLY.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10529598/01362a64debc0e498650e88f4cb2561b6d52ce47.png)

Doing this seems to have worked for the user that reported it (THANK YOU Gallus!).

------------------------------------------------------------------------------------------------------

Hail, Barbarians! 

I come to you now at the turn of the tide... Or, with a big fat update. This is probably the biggest update I have put out of the game as far as new features and content go. But before we dig in and get our hands (or blades) good and filthy, there are a couple new Savage related things I'd like to point out: 


[h1]Let's Finish SAVAGE[/h1]

Going forward, every Friday at 1pm Central, I will be doing a weekly wrap up show on my Twitch channel called "Let's Finish Savage" that will coincide with a weekly game update (big or small, whatever gets done and is ready for deployment that week). I'll go over new content added, bugs fixed, tweaks and polish, and ANYTHING and EVERYTHING you can expect in these weekly builds. The plan is to also cover any future plans and roadmaps (i.e. what you can expect in following updates and builds), followed up by some Q and A, provided anyone watching has any questions!

https://www.youtube.com/watch?v=1WQZK0cggUE (https://www.youtube.com/watch?v=1WQZK0cggUE)

Feel free to also hop into the Discord to keep up with any and all news posts related to Savage, including livestream announcements. There are also a couple handy channels you can use to give me feedback, report bugs, or just chew the fat about the game:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10529598/7f072ea0a35dd7cd3f30f035f1eeeaaf3a4a369d.png) (https://discord.gg/wQhnpUd)

 OK! With those out of the way, let's dig into this shiny (and broken) new build.


[h1]New Friends[/h1]

A big batch of new NPCs and characters have been added into the game, each with their own personalities, tasks and animations. Some of them vendor new items! Some will be a trigger for new events and story elements. In addition, new rooms and buildings have been added to Gussek, the border village you first see when exiting the Mining Prison.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10529598/e4a73ef733c2d5cbd33dbe2111e8316e80c493aa.gif)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10529598/ea322344cc09213bae4deadfbc4fcbee084a10ed.gif)


[h1]Slay them ALL[/h1]

One of the biggest features I've added to the game is the ability to actively attack ANY NPC in the game. Doing so will make them permanently hostile to you and they will then behave like an enemy object to you until slain.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10529598/c0a177d78aad37f8e40080a5d0c56f45639adf2c.gif)


(https://ksr-ugc.imgix.net/assets/023/435/014/3eac2e5a1935989b3f855e508fc6b5d1_original.gif?ixlib=rb-1.1.0&w=639&fit=max&v=1543611273&auto=format&gif-q=50&q=92&s=80e9beff7b95272af3925a8d55710b52)

Doing this has consequences, of course. Now that you've met them, kill them.


[h1]Eat, Drink, and be Careful[/h1]

You used to be able to totally spam healing items, regardless of your player state. NO LONGER.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10529598/e49736d3750588c02b6a55d1d914bfff18086f42.gif)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10529598/3b39c9e1f65c03aeb65df89040d76a0b00806124.gif)


You will now have to find a safe moment or location to STOP and eat meat, drink potions etc.

[h1]It Wants to Kill You[/h1]

The world is a dangerous place, and it's gotten worse. A whole slew of new and terrible things can happen to you in the form of Status Ailments.

These include Burning, Paralysis, Poison and becoming Cursed. But worry not! With every new deadly affliction comes a remedy.

(https://ksr-ugc.imgix.net/assets/023/435/077/ad52022605830910835114735f52c522_original.gif?ixlib=rb-1.1.0&w=639&fit=max&v=1543611738&auto=format&gif-q=50&q=92&s=465a98eb57aa359f8865b3a6c61117b3)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10529598/6e8798849dcab8b9672e97a04f77de6c1eca20fe.png)

(https://ksr-ugc.imgix.net/assets/023/435/094/e573760e29b6f778ad3cf14a98b3b3d0_original.gif?ixlib=rb-1.1.0&w=639&fit=max&v=1543611845&auto=format&gif-q=50&q=92&s=c3c6906623d2ff8a76db50920cc64e75)

In addition to the new status ailments, you can no longer swim completely submerged indefinitely. You run the risk of drowning if you stay in the depths for too long.

(https://ksr-ugc.imgix.net/assets/023/435/090/3b38df01c08c31ea4bec42081b98b20b_original.gif?ixlib=rb-1.1.0&w=639&fit=max&v=1543611824&auto=format&gif-q=50&q=92&s=8da79f43649d0ad16a5a8f1faa509ecf)

In addition to using an item like the Balm to mitigate Burning, jumping in the water (as well as being out in the rain or snow) can put the fire out.


[h1]You Are Being Hunted[/h1]

Dying results in you dropping your hard earned Essence and any matured Essence Orbs that can later be reclaimed by returning to the site of your death. BUT - some interesting things can and will happen on the place of your death surrounding your dropped Essence. Depending on your Favor stat, things can go South pretty quickly...

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/10529598/07761ef9a9b65623e0b4ef30bc8df97645f884d4.png)

The number of times you've died and dropped Essence can cause said Essence to go wild, eventually transforming into a shadowy Twisted Self - an entity without any direction other than your demise.

(https://ksr-ugc.imgix.net/assets/023/435/153/598fbf3eeb60f2fc79e33dc4bd43ec9c_original.gif?ixlib=rb-1.1.0&w=639&fit=max&v=1543612185&auto=format&gif-q=50&q=92&s=22723ae1567de104c2bbd6f5c768bd42)

Dying and dropping Essence within a randomly generated encounter on the Overworld Map will LOCK IN the encounter, allowing you to run through it again and attempt to regain your dropped Essence.

If slain by the Twisted Self, the plan going forward is to have him persue you in various locations and on the world map until one of you lies dead.


[h1]CUNNING![/h1]

A brand new third Major Stat called Cunning has been added to character advancement!

(https://ksr-ugc.imgix.net/assets/023/435/231/6e8fe3d16fce2b1124ed2c187d7049da_original.gif?ixlib=rb-1.1.0&w=639&fit=max&v=1543612808&auto=format&gif-q=50&q=92&s=38b0baf17f98c81bb4a97bf111e0bc9b)

In addition, the level up and character sheet has had a major overhaul (visually and mechanically), allowing you to see all of the sub stats that are affected by leveling up your Major Stats.


[h1]Everything Else[/h1]

In addition to some of these more dense features, there are a whole bunch of other changes, improvements and bug fixes to list.

FEATURES and NEW STUFF 


IMPROVEMENTS and CHANGES 



BUG FIXES

And probably other stuff I missed.

Anyway, that's a wrap! I'll see you all again next week!

Thanks again!

-Matt
Title: Re: Savage :The Shard of Gosen
Post by: X on November 30, 2018, 10:05:55 PM
Ooooo! Update  :)

Looking good.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on December 03, 2018, 06:38:06 AM
Ooooo! Update  :)

Looking good.

Hey, thanks! Glad you got a kick out of it.
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 13, 2019, 01:38:40 AM
2019.9.13 - Early Access Mega Post!

YES, SAVAGE: The Shard of Gosen has made it to Early Access!

Check it out on Steam: https://store.steampowered.com/app/408060/SAVAGE_The_Shard_of_Gosen/ (https://store.steampowered.com/app/408060/SAVAGE_The_Shard_of_Gosen/)

Hey everyone, Matt here, coming out of the grind cave for another update! Apologies for the lack of any news across EVERYTHING - it's been a pretty heavy grind to get the game where it is now, and I generally am not very good at finding a solid work/news update balance. So, apologies for keeping so quiet.

I was very unsure about Early Access, but I started to change my mind once some very kind people started asking me to make the game available in that capacity, so they could support the game and get a copy at the same time. It also helps get more eyeballs on the game that I wouldn't have otherwise, and all the extra help is greatly appreciated.

Speaking of which, thank you VERY much for all of the bug reports, feedback and critiques; this stuff is going to help me turn Savage into a MUCH better game.

All of the support across Kickstarter, early backers and the current round of Early Access has just about floored me. It is surreal and I am humbled by it, and very grateful. Thank you!!

That being said, let's talk about the game, what's currently in it, what didn't make it, and what's coming up in future content updates.

(https://ksr-ugc.imgix.net/assets/026/461/356/ce0980dc9e4acb0b31871f3a1d9ae072_original.png?ixlib=rb-2.1.0&w=700&fit=max&v=1568355536&auto=format&gif-q=50&lossless=true&s=252a942c219ab29ffe2ce0af1427445c)

(https://ksr-ugc.imgix.net/assets/026/461/461/dc2ffd97196d4fb8bade792064d82642_original.png?ixlib=rb-2.1.0&w=700&fit=max&v=1568356313&auto=format&gif-q=50&lossless=true&s=1b7a8199806a7d63cf5b3392da5f2db9)
The currently accessible landmass!

(https://ksr-ugc.imgix.net/assets/026/461/362/7239f6602a52739f217638f8b17fb35d_original.gif?ixlib=rb-2.1.0&w=700&fit=max&v=1568355600&auto=format&gif-q=50&q=92&s=6272891c135bf09d7509a599dfd726c5)
The title screen got a significant upgrade!

(https://ksr-ugc.imgix.net/assets/026/461/366/25f1b7e3834c9725deab0811494f7c04_original.png?ixlib=rb-2.1.0&w=700&fit=max&v=1568355637&auto=format&gif-q=50&lossless=true&s=551f7052d14a162a4542fe72ac40fa50)
The new dialogue system is all drawn dynamically based on it's content, has a brand new "response" window that can hold up to 11 responses, and each response can potentially be a skill check against your four primary stats (with success and failure outcomes)!

(https://ksr-ugc.imgix.net/assets/026/461/381/675f125014e2b00159a727a4e1c878ba_original.png?ixlib=rb-2.1.0&w=700&fit=max&v=1568355754&auto=format&gif-q=50&lossless=true&s=98693478746d68ec4adc112886c0d819)
Leveling up gear and/or items to level 3 "masters" that item -- NOW you have a nice fancy UI and menu system showing you what you've unlocked across several categories!

(https://ksr-ugc.imgix.net/assets/026/461/400/14d1be1d74a30d44eb74cdcc4da8c042_original.png?ixlib=rb-2.1.0&w=700&fit=max&v=1568355851&auto=format&gif-q=50&lossless=true&s=95491226ca00f5329650ba2fac298a1a)
Alchemy and cooking are now a thing! Experiment by adding ingredients and materials to one, or all of the three available slots with a chance of creating a powerful potion, a rare crafting material, or simply cooking your raw meat to yield better healing results.

(https://ksr-ugc.imgix.net/assets/026/461/421/1c1a750d9b4768ae4fda1e693656143c_original.png?ixlib=rb-2.1.0&w=700&fit=max&v=1568356030&auto=format&gif-q=50&lossless=true&s=712af772e5d89a5f18a26a18d78bbe1f)
Lots of new materials, ingredients and consumables have been added!

(https://ksr-ugc.imgix.net/assets/026/461/416/b8a5b267e62e924119bcf013ea9f43be_original.png?ixlib=rb-2.1.0&w=700&fit=max&v=1568355994&auto=format&gif-q=50&lossless=true&s=66709a4b7a77dbab03c16ce064e244da)
Increased inventory limits - “infinite space” for mats/consumables


(https://ksr-ugc.imgix.net/assets/026/461/444/0885097925685e30065210fc313efd4a_original.png?ixlib=rb-2.1.0&w=700&fit=max&v=1568356170&auto=format&gif-q=50&lossless=true&s=85ddd9aabaef111a6364780d1d90cf52)

(https://ksr-ugc.imgix.net/assets/026/461/455/19e05808839b35620cde97f2709da7af_original.png?ixlib=rb-2.1.0&w=700&fit=max&v=1568356265&auto=format&gif-q=50&lossless=true&s=d0e52ef549db01bc86e905c0aafa7673)

(https://ksr-ugc.imgix.net/assets/026/461/467/a69f579155004080d6d28aa4544e8d78_original.png?ixlib=rb-2.1.0&w=700&fit=max&v=1568356379&auto=format&gif-q=50&lossless=true&s=b2b2d3f979868244fa8eeb48aa972614)
The remaining areas that will receive big juicy content updates - including ship travel!

(https://ksr-ugc.imgix.net/assets/026/461/482/d6dbb708bd24a8c3280f098273525410_original.png?ixlib=rb-2.1.0&w=700&fit=max&v=1568356510&auto=format&gif-q=50&lossless=true&s=315ebda07de61b0d61f392e2682c01ed)

(https://ksr-ugc.imgix.net/assets/026/461/497/294aeec39e6c62a6782a435eba95d202_original.png?ixlib=rb-2.1.0&w=700&fit=max&v=1568356647&auto=format&gif-q=50&lossless=true&s=98431ed461025a60c0d2f56cd598cea9)



Check out my ramblings here in the video version for more detail on certain aspects of this post:

https://www.youtube.com/watch?v=eykbn-cQREw (https://www.youtube.com/watch?v=eykbn-cQREw)



Thanks for reading this far if you've made it! Lots of tuning and balance fixes need to be done, in addition to filling the rest of the game up with more content. Keep your eyes peeled!

(https://ksr-ugc.imgix.net/assets/026/461/539/86421d6d2f01aa791df438b877ddfc46_original.png?ixlib=rb-2.1.0&w=700&fit=max&v=1568357098&auto=format&gif-q=50&lossless=true&s=74eca98913fb64999556782d46c788b703 - Worldmap_All_Areas.png)

Fully realized map shown here for fun!

Watch the game being developed on Twitch: https://www.twitch.tv/toborprime (https://www.twitch.tv/toborprime)

Join the Discord to ask questions, give feedback and report bugs: https://discord.gg/7KfCNm6 (https://discord.gg/7KfCNm6)

Thanks for all of the support, patience and feedback!

-Matt
Title: Re: Savage :The Shard of Gosen
Post by: X on September 13, 2019, 09:29:44 AM
You've been busy! Very noyce  8)
Title: Re: Savage :The Shard of Gosen
Post by: toborprime on September 18, 2019, 03:44:18 PM
You've been busy! Very noyce  8)

I have, yeah, haha! Thank you!