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Shards of Azuria News

Build 8 (PvP Multiplayer Modes)


Hi all!

This build introduces PvP multiplayer modes into the game. Online co-op was already previously added, but there was no way of fighting other players.
To clarify, Build 7 only had the "Co-op" multiplayer game type. Whereas Build 8 will have the following multiplayer types:

Story (Co-Op)


This is the existing Co-op game, which by default is friendly to other players. It follows the same story experience as the singleplayer game.
However in Build 8, you can also optionally flag yourself for PvP by typing ".pvp" into the chat console.

Story (PvP)


This is the same as the Story (Co-Op) game type, except that every player is automatically set to be hostile for PvP.

Death Match (PvP)


This is different to the usual story game type.
It follows a conventional death match format except for a couple differences.
Things to note:


  • The character you choose will retain it's name and hairstyle.
    However all items and equipment are temporarily stripped for the game type.

  • At the start a new round, all players are given a basic set of equipment & abilities.

  • There are a plethora of chests around the map, that contain lots of abilities and equipment.
    Players will need to hunt down these chests in order to gain power.

  • If you die, you will drop anything you have looted.
    Pillage from your enemies!

  • There are a number of spawn 'banner' flags on a Death Match map.
    Dead players will respawn at a random one.

  • Death Match has it's own special maps.
    When you choose to host a Death Match game type, the world selection will only list Death Match maps.
    To begin with, there is a map callled 'Woodland Skirmish' available.

  • The max players per game has been increased to 10 for the time being.

  • The default goal for kills is 20. A player wins when they reach the goal.
    Once a player has won, the game restarts for a new round.

  • All players are automatically level 10.

  • Saving of character or world data is disabled.


Thanks!
Phill

Build 8 (PvP Multiplayer Modes)


Hi all!

This build introduces PvP multiplayer modes into the game. Online co-op was already previously added, but there was no way of fighting other players.
To clarify, Build 7 only had the "Co-op" multiplayer game type. Whereas Build 8 will have the following multiplayer types:

Story (Co-Op)


This is the existing Co-op game, which by default is friendly to other players. It follows the same story experience as the singleplayer game.
However in Build 8, you can also optionally flag yourself for PvP by typing ".pvp" into the chat console.

Story (PvP)


This is the same as the Story (Co-Op) game type, except that every player is automatically set to be hostile for PvP.

Death Match (PvP)


This is different to the usual story game type.
It follows a conventional death match format except for a couple differences.
Things to note:


  • The character you choose will retain it's name and hairstyle.
    However all items and equipment are temporarily stripped for the game type.

  • At the start a new round, all players are given a basic set of equipment & abilities.

  • There are a plethora of chests around the map, that contain lots of abilities and equipment.
    Players will need to hunt down these chests in order to gain power.

  • If you die, you will drop anything you have looted.
    Pillage from your enemies!

  • There are a number of spawn 'banner' flags on a Death Match map.
    Dead players will respawn at a random one.

  • Death Match has it's own special maps.
    When you choose to host a Death Match game type, the world selection will only list Death Match maps.
    To begin with, there is a map callled 'Woodland Skirmish' available.

  • The max players per game has been increased to 10 for the time being.

  • The default goal for kills is 20. A player wins when they reach the goal.
    Once a player has won, the game restarts for a new round.

  • All players are automatically level 10.

  • Saving of character or world data is disabled.


Thanks!
Phill

Patch: Build 7.1

Hi all!

I hope you all enjoyed the Halloween festivities, whether you chose to play with a friend or not. However the time has come for Azuria to return to normal. This is a quick update to say farewell to Halloween till another time.

In regards to Multiplayer, I have kept track of issues that players have been having and I am looking towards more substantial solutions to tackle latency de-syncing for players in further geographic locations. In the mean time, I recommend that if you play, you aim to find a host physically closer to yourself.

I'll be doing simulated tests that focus on higher latency. With the aim to make it more playable for those with less favourable network connections.

  • Halloween has come to end. The town of Azuria has returned to normal.

  • Fixed an issue with servers not unlisting properly from the browser.

  • Fixed a bug with the lighting after midnight.

  • FPS counter had been added. It shows when the menu screen is open.
    Previously I only had this displayed in my own developer mode, but I want players to view it too.

  • Latency indicator has been added. It displays in the bottom right in multiplayer mode. Again, I had my own developer-only display of this. However I need player feedback on experience vs latency.


PS: Credit to primalredemption for this amazing screenshot of his personal candy stash. Just don't eat it all at once!

Patch: Build 7.1

Hi all!

I hope you all enjoyed the Halloween festivities, whether you chose to play with a friend or not. However the time has come for Azuria to return to normal. This is a quick update to say farewell to Halloween till another time.

In regards to Multiplayer, I have kept track of issues that players have been having and I am looking towards more substantial solutions to tackle latency de-syncing for players in further geographic locations. In the mean time, I recommend that if you play, you aim to find a host physically closer to yourself.

I'll be doing simulated tests that focus on higher latency. With the aim to make it more playable for those with less favourable network connections.

  • Halloween has come to end. The town of Azuria has returned to normal.

  • Fixed an issue with servers not unlisting properly from the browser.

  • Fixed a bug with the lighting after midnight.

  • FPS counter had been added. It shows when the menu screen is open.
    Previously I only had this displayed in my own developer mode, but I want players to view it too.

  • Latency indicator has been added. It displays in the bottom right in multiplayer mode. Again, I had my own developer-only display of this. However I need player feedback on experience vs latency.


PS: Credit to primalredemption for this amazing screenshot of his personal candy stash. Just don't eat it all at once!

Build 7 - Multiplayer, Halloween & More

Multiplayer (Online Co-op)


Finally! The Halloween festivities return this year, but this time with the new Multiplayer game mode available! This version of Multiplayer is Online Co-op for 1-5 players. It works by using a Steam lobby system. One player chooses to act as the server by hosting and playing. Then joining players can view a list of available servers on the Multiplayer browser. For this build, the only game type available for Multiplayer is Co-op. This means that you will be playing cooperatively together and not attacking each other.

In terms of save data, the host takes ownership of the World and the players keep their own Character data. You can play through the game in the same way you would Singleplayer, including accepting quests and talking to NPCs. Servers can also be password protected and when viewing available servers, you can filter them to show only servers hosted by your Steam friends.



Please be aware that Multiplayer development is still on-going and you may experience some bugs. If you encounter any issues, please see the Steam Discussions for bug reporting. This kind of development is rather problematic, so I am expecting a certain amount of code fixing to do.



Character Profile Re-Design




The profile images shown for NPCs during dialogue have been changed to a pixel style aesthetic. We feel this better suits the style of the game, compared to the previous illustrated look. You can click on the image above to see the new profiles at the size they appear in game.


Sound Re-Vamp


Most of sound effects have have been recreated and finalised for a more consistent sound style. Many of the abilities and monster sounds have been changed, some drastically different, or others less so. Overall, the quality is definitely better and I think certain things are given the quality they deserve now. In particular the Sentientpede sounds a lot more intimidating and now matches it's stature. Many thanks to Chris Dain, who was drafted in to perform the mighty task of revamping.


Halloween


Medea the Witch has returned to Azuria. This follows a return of last year's festivities. Azuria is aglow with Halloween decor. Take part in Trick or Treat (now with friends!).




Other Notable Changes


During big builds like this, I'll often forget to mention little tweaks/changes that get lost in everything else.

However here are a few things to note:

  • 10 more Hair Styles have been added
  • Some HUD GUI elements have been redesigned in line with multiplayer changes.
  • A costume item slot has been introduced. This is to allow for players to equip whole outfits that change the appearance of the character, but do not effect the combat statistics.
  • The Paint Blaster is now classified as a costume item, but still provides the ability to paint.
  • New costume item Blue Maid Outfit has been added.



Most of all, I hope you all enjoy Multiplayer and I hope you all have a great Halloween!



Thanks!
Phill