1. Shards of Azuria
  2. News

Shards of Azuria News

Build 5.1 & Future Plans

5.1 Thoughts


Last night Build 5.1 went live, which brought an end to the Halloween event and added an option to choose a movement control alignment.

The movement options are to allow players to play with keyboard controls aligned to different directions, so you can choose which feels natural. Originally at the start of Early Access, the movement system was aligned so that "up" (W key) went towards the top left of the screen. This was because of the 4-way diagonal movement, which had to be aligned to either top left or top right at that time. After the recent change to allow for 8-way movement and mouse control, the alignment was changed to be at the middle of the top. A new player will now find the default controls are set up so that if they press the 'W' key, they will move straight up the screen.
In theory, this should be the most simple alignment for a new player to understand. However some existing players also felt the original movement system was more appealing. Because of this, I have introduced a control option to allow players to choose between any of the 3 movement alignments (top left, top, top right).



I hope you all enjoyed the Halloween event and secured a good supply of candy for safe keeping, without being tricked too much. The Halloween event was good bit of fun to add and I hope you enjoyed it, even if it was a temporary thing. Being able to change the appearance of the town for a seasonal event was nice, although it has meant a subtle design change going forward. During the Halloween event, you would have had to create a new world in order to see the updated Halloween town. This isn't ideal, as most people don't want to abandon any world they already have (even though the same character can be used). Creating a world of your own is neccessary because of the modifiable nature of it. However, because the town itself is protected from being changed by the player, it does not need to be your own'copy'. Therefore, going forward, protected areas like the town will always show any updates that have been done. Unprotected areas like the Woodland will still require a new world be created, in order to see any updates.

Future Plans


I would have liked to provide more changes within this build, but I have been preoccupied with planning for the longer term. It has been tough to decide on what is best in terms of a development plan right now. There are 3 distinct areas of work that I want to explain. While I have already started with the codebase port in the background, I would love any feedback on any of these topics. So please, don't hesitate to share your thoughts on the direction I'm looking to take.

Codebase Port

One of the things I've wanted to do for a long while now, is taking the time to port the existing game codebase to use a more modern API. When this project started, I was using an older DirectX based engine called Haaf's Game Engine (HGE) and never thought that I'd continue things this far down the line. I'm glad the project has grown into something bigger than I expected, but at this point HGE is no longer suitable. Porting the codebase will be a significant technical task, but will put the game in a better place for development in the longer term. General game development will be better, but will also open things up for future cross platform support. Doing this also ties into the next subject, as a better foundation will be good for onto other things like Multiplayer.

Multiplayer

This is very important. It has remained a massive goal for a long time and is finally coming to the point where this can be developed. There are still hurdles to overcome though, as mentioned with the current codebase, I want to lay the right foundations for this. Developing multiplayer itself will also take time, which could have been put towards content or other changes. Still a lot of design to figure out, but I believe it will be a very fun addition to the game and will be worth the effort.

Custom Design

A reoccuring design topic is the divide between procedurally genrated and custom designed areas. At present, the game has large procedurally generated areas, with custom 'templated' areas to inject a more personal touch where needed. While procedural generated areas have their benefits in terms of the scale of the area and replayability through randomness, we still find the benefits aren't enough. As a whole, the custom areas are still better. It's far easier to give it the personal touch and design things in a more natural way. Even in regards to large areas, we feel that using an entirely custom approach would give better & faster results for new areas. The main thing that would be lost, is the randomness of the areas for replayability. But as it stands, there is only a small noticable difference between newly created worlds. To make up for any lost replayability factor, there would likely be more frequent and higher quality content being produced.


Build 5.1 Patch Notes
(7th Nov)

- Fixed an issue with the Sleeping status effect causing crashing after saving while asleep.

- In light of the temporary Halloween changes to the Azuria town, it has been decided that the same source map will always be used for the town, regardless of what world you are playing with.
This means that you will not have to recreate a world to see any town changes.

- The Halloween event has come to an end. All items acquired during the event will remain, but the town will return to normal.

- Fixed a bug with trying to open a Wooden Chest while another was already open (close proximity)

- Control Scheme options for WASD movement alignment (Esc Menu->Controls)

Build 5 - Controls, Halloween & Tweaks

Control System Revamped


- Movement has been changed to include mouse based movement in all directions by holding down Right Click.
Existing WASD keys can still be used to move, but are now aligned upwards and not diagonally.
WASD keys now also function by combining keys to give up to 8 directions of movement.

- Interacton with NPCs, doors or other objects can now be performed by Left Clicking on them while in range.
The existing method of pressing the E key while in front of objects still exists.

- Melee at present still acts in 4 directions, but can now also be performed by Left Clicking.
When Left Clicking for Melee, it will also change your characters direction to where you clicked.

Halloween


– The town of Azuria has been given a rather creepy makeover.
You will need to create a new world if you are interested in the Halloween event (you can still use the same character).



– Medea the Witch has appeared in town and a couple of things to talk to you about.
She is also selling some Halloween related goodies.

– Trick or Treat. Test your luck with the locals in town.

– Mysterious Statue.

Items

– Candy (Consumable)

– Pumpkin (Placeable, Crafting)
– Pumpkin Lantern (Placeable)

– Pumpkin Lantern Sad (Placeable)
– Pumpkin Lantern Cat (Placeable)
– Pumpkin Lantern Happy (Placeable)

– Gravestone Skull (Placeable)

– Gravestone One (Placeable)
– Gravestone Two (Placeable)
– Gravestone Three (Placeable)

– Scarecrow (Placeable)

– Skeleton Mask (Head Equipment)

– Zombie Mask (Head Equipment)

– Black Cat Mask (Head Equipment)

– Eyeball Head (Head Equipment)


Enemy

– Bat Eye

Recipe

– Pumpkin Lantern = 1 Torch, 1 Pumpkin

World Generation

– The ‘ledges’ into cave sections has been trimmed down

– Pumpkins will appear in the Woodlands during Halloween

Misc Changes

– Tweaked the alpha/hiding of blocks that obscure the player

– Increased the size of the required enclosed room for sleeping

– Steam API check change to allow offline play

– Introduced another type of text alert to the player.

– Lowered the Sell->Buy value multiplier from 10 to 4

Planned Update Oct 24th, Controls, Tweaks & Halloween

Hi all!

This is my first real announcement since launch. It has been a bewildering, but very rewarding experience. The feedback and engagement has been so amazing. I've tried to soak up everything that has been said to try and make the best decisions moving forward.

I'm working towards an update on the 24th. I've got plenty I want to change and tweak for then, but my main priority is the control scheme. This has been the main stumbling block for feedback and is clearly something that I can improve on.

As I type this, I'm already deep within developing and testing a revamp of the current player control system. I'm testing a free, full direction movement system. Mouse based, holding RMB to move. WASD movement will still be there, but it will be effectively 8-way movement and crucially, will be correctly aligned upwards (NOT diagonal).

Revamping a control system like this takes some care though, there are abilities I'm evaluating and changing where it is appropriate. Some will also gain an all direction component to how they work.

I'm also closely looking at the way the player Melee attacks. It's quite likely this will be changed to be more intuitive in terms of targeting and made to operate with the mouse (LMB). Interacting with NPCs, doors etc may also also be switched to respond on mouse click.

As ever, I'm always welcome to hear your thoughts or feedback. So don't hesitate to give your opinion on these upcoming changes.

Also... Expect some creepy looking things inhabiting town for Halloween.

Thanks!
Phill

Launch Day!

Firstly a MASSIVE thank you to everyone who has shown support so far!
It's already been so rewarding to get feedback from reviewers or youtubers.
Watching people play and seeing how they react has been absolutely fascinating.

In around 3hrs time, Early Access will go live on Steam.
I've already been watching the discussion boards closely and will continue to answer any questions.
Generally, the current build seems fairly stable, but I'll be keeping watch for any bugs that surface.

Please direct any BUGS found to this thread:
Bug Reporting

For a list of recent CHANGES, please check this thread:
Recent Changes

I wish you all the best! I hope you enjoy our game and any updates that follow!

Thanks!
Phill