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).
"... It's better to burn out than to fade away!"
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?!
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...
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:
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.
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:
A semblance of this already existed, but again, has been tidied up and older events have been rewritten, as well as new ones added.
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):
Audio Clip: Planettobor.com
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!
New build up! Tackling the new save system! New forge hammer stuff!
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