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SAVAGE: The Shard of Gosen News

'Tis The Trailer!

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

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/

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:

  • New NPC interactions and story events
  • LOTS of traversal bugs fixed for the main character (game feels MUCH better now)
  • UI fixes
  • Gamepad and keyboard fixes (especially as it relates to the UI)
  • LOTS of new stuff (including enemies)!


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

2016.11.21 - Seven Palette Army

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 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

2016.11.21 - Seven Palette Army

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 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

2016.09.11 - I Have Something to Say!

"... 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?!

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...





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.

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:



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):



Audio Clip: 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

2016.09.11 - I Have Something to Say!

"... 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?!

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...





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.

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:



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):



Audio Clip: 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