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Savage is equal parts inspired by the Conan stories by Robert E. Howard, my fascination with Zelda II (yes, yes, I know - the black sheep of the Zelda family), other games of its ilk (like Gargoyle's Quest) and a healthy dose of general barbarian fetishism.

The final product will (hopefully) include a varied, somewhat open world to explore, an interesting little tale filled with machismo, magic and muscles, day/night cycle, overworld hunting/tracking, lots of action/platforming, fun melee system and some mild RPG elements (item use, leveling up, gear, crafting and the like).

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RSS Articles

Seven Palette Army

News 4 comments

Hail, Barbarian Horde!


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


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:





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.

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


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


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:


... As well as:

  • enemy placements
  • item placements
  • persistent event triggers
  • general cleanup!

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:

  • Platforms/breakable platforms timers
  • XP drop values
  • XP gain distribution across player, equipped items
  • HP/defense values
  • Attack/damage values
  • force resistent values across all enemies

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:


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).


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:

  • unique events based on dialogue interaction
  • side quests
  • hidden enemies
  • mini-boss and special enemy encounters

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 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

I Have Something to Say!

I Have Something to Say!

News 2 comments

Update to dialogue and Quest systems. New quest, sub quest, and dialogue events added!

Super (re)Sized!

Super (re)Sized!

News 7 comments

Patch notes for 5.1.2. Bug fixes, issue fixes and more!

Hammer Time, Saving the World (and everything else)!

Hammer Time, Saving the World (and everything else)!

News 9 comments

New build up! Tackling the new save system! New forge hammer stuff!

Midnight Oil-Schmoil

Midnight Oil-Schmoil

News 10 comments

Bit of a short one this time - mostly talking about the shiny new alpha demo!

RSS Files
SAVAGE The Shard of Gosen Public Alpha 5.1.2

SAVAGE The Shard of Gosen Public Alpha 5.1.2

Demo

2016.09.04 - Updated to 5.1.2 Alt tabbing no longer causes certain screens to become unresponsive When application loses focus (alt+tabbing or clicking...

SAVAGE: The Shard of Gosen alpha 4.5

SAVAGE: The Shard of Gosen alpha 4.5

Demo

SAVAGE: The Shard of Gosen alpha 4.5 - Lots of new content in this update, including shields and the undead!

Savage: The Shard of Gosen (public alpha 03)

Savage: The Shard of Gosen (public alpha 03)

Demo 1 comment

This public alpha build has been rebuilt on a new architecture, and is what I'll be using throughout development from now on. This build fixes a number...

Halloween Goodies Bag

Halloween Goodies Bag

Wallpapers

I threw together some goodies for you (or anyone who's interested) to consume! The "bag" includes: Wallpapers, NES retro controller overlays, and a few...

Savage: The Shard of Gosen (second public alpha)

Savage: The Shard of Gosen (second public alpha)

Patch 12 comments

Second playable build, alpha 0.4.2.3 is out! - 10/21/2013

Savage: The Shard of Gosen (first public alpha)

Savage: The Shard of Gosen (first public alpha)

Demo 12 comments

So - I have shamelessly copied/pasted the following from my ​Game Jolt page (because, no sleep for a billion hours!! :D ) - I made it! I managed to...

Comments  (0 - 10 of 46)
AvatarSCA
AvatarSCA

The new build looks awesome. It's really neat to see all of the extra story you're putty into it.

One question about the build though. I got to the part where all the villagers are mining and there is an iron door and gold door near by. Watching your playthrough it seemed like this was where I can talk to them and receive a pick axe. However for some reason I can't interact with anyone or with the doors even though I have iron keys.

Might just be a big on my system or perhaps I'm totally brain dead and am just missing something :)

Specs
Win10 Pro
Intel Core i7 920

Thanks!

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toborprime Creator
toborprime

Oh crap! Sorry for the late reply -- IndieDB doesn't alert me to new comments (every blue moon the notification system decides to work).

The NPC dialogue and interactions are coming in the next patch -- as of now they aren't implemented yet and you do not need the pickaxe to progress. If you go to the room immediately to the left of the slaves, one of the crates will contain an iron key that you can use to get into the iron key door.

From there, the rest of the demo is accessible.

Of course, you can always wait til the patch is deployed to engage in conversations, the new quests, etc.

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Egg_Jav
Egg_Jav

Looks awesome!

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toborprime Creator
toborprime

Thanks!

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Scrabbit
Scrabbit

Really good stuff so far! It's quite tough but really satisfying and it looks and controls brilliantly.

If you don't mind me saying though, the sound design and music style doesn't quite seem to fit. Visually, it looks like a Super Nintendo game and the chiptunes and simple synthesized sounds feel a bit out of place next to that kind of visual fidelity. The melodies and such are really cool, but I think they'd fit better played by orchestral instruments. Preferably using less realistic/cheaper sounding VSTs to capture that early 90s SNES sound. The walking sounds can be a bit loud as well, but it's an alpha so I'm guessing sound levels are really not a priority right now!

Just my two cents anyway, really looking forward to playing this in full!

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toborprime Creator
toborprime

Thanks Scrabbit! Yeah, I have yet to do a real audio pass on everything (those pesky footstep noises included) -- and the music will get a bit of a makeover as well. Won't be quite the synthesized midi-esque symphonic stuff of, say, the SNES, but it will sound more high fidelity than straight up NES chiptunes. The stuff in the game right now is mostly place holder.

This is all stuff on the todo list to be tackled once the game is nearly complete.

Thanks again!

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InaudibleSound
InaudibleSound

nice

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NotGamerButPlayer
NotGamerButPlayer

Hello
I played the first alpha version and the latest version. I noticed that in the first version, you could move faster on the map by holding "A" and moving with the arrow keys. In the last version, it doesn't work anymore. Anyway, i love the concept of the game. Awesome graphics and gameplay, but there's one thing i noticed... Wooden Club does almost the same damage as the sword, but the club hits a lot faster than the sword.

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toborprime Creator
toborprime

Hey, thanks for giving it a shot! Holding the 'A' button while on the map screen was a debug thing I forgot to remove that allowed me to zoom around the map.

And yes -- for that build you played (which is around 2 years old by now) I did almost no balancing and just sort of threw a prototype together.

These issues, and more, are getting fixed up. Thanks again for playing, and for commenting!

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TheUnbeholden
TheUnbeholden

Any plans on a early steam release?

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toborprime Creator
toborprime

Good grief - sorry for the late reply. IndieDB refuses to alert me to comments.

Are you referring to Early Access? I want to avoid releasing the game in that way. I don't think a game like this would do well in a retail system like that, since it's not a "living" game - i.e., procedurally generated with tons of modular elements added over time each year, and all that.

It would be like playing Super Mario Bros. 3 or something, where like, every month a new zone or handful of levels was added.

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LordofGilneas
LordofGilneas

Is Savage dead? We haven't received any news.

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toborprime Creator
toborprime

Never!

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