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Roadwarden - an RPG / Visual Novel / Text Adventure fantasy hybrid

Started by Aureus, May 09, 2019, 10:06:15 AM

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Aureus

Quote from: TheSHEEEP on November 29, 2020, 01:31:31 PM
Reminds me a lot of Diablo I music - which is a great thing.

When I was a kid I used to listen to the Tristram theme all the time. The one thing I hated about it was that the solo was just too difficult for me to play it on my guitar.

Quote from: rytrasmi on November 30, 2020, 11:16:51 AM
I have no idea what to make of it, but to me that's a good thing. I enjoy a sense or mystery and discovery in games.

Thanks a lot! : D I find a lot of pleasure in just taking a dive into some small games which close to nobody every played, looking for unique perspectives and ideas. Even if it's not always worth it, that's what adventuring takes.

Aureus

There's been many changes in Roadwarden's UI, what's also tied to the way the game is played. Here you can see the completely changed magic system, the new trading menus, and the redesigned world map. There have been many more changes, and but I'll save the explanations for the upcoming devlog.

All this while I'm also writing new content. This autumn has been great for the game, and no wonder - it synergizes with the color palette I use. ; )





Aureus

I hesitate to share the new visuals from the game since many of them would ruin a few surprises I've prepared for you, but as I get better at placing pixels, I sometimes have to take a step back and update this and that. Icons, UI, illustrations.

Here are two examples. The first one is the camp from the game's opening section - the second picture ever finished for the project. Some of the mistakes I fixed now are a bit embarrassing.

The second one used to be a generic mountain road, just a background displayed as the player rides through the highlands. Now it's not only adapted to the new visual style of the game, it's also an actual in-game area, a place which can be explored and interacted with. 

A year ago I wouldn't be able to just make this bridge and figure out how to add it to the picture... But here it is. I'm happy. : )



Greentongue


Aureus

Here goes the new Roadwarden devlog!

I cover the UI changes, the updated visuals, new tools for the players, the redesigned magic system... I tried to keep it short, but in general, autumn was great for the game, and I have high hopes for the winter season.

Aureus

Creeks is the youngest and the smallest settlement in the peninsula, started by a group of refugees who fled from the war only twenty five years ago. At first supported by the locals, they had to quickly find a new home. They raised their settlement among the unclaimed hills, trying to tame the forest and its infertile soil, but with little success. The inexperienced newcomers, most of which used to be townsfolk, struggled to efficiently utilize the available resources. Cramped in small huts, forced to forage and hunt to survive, they lost many souls to hunger and beasts before the end of the first decade.

Those who survived grew close to one another, and the new generation considers the entire village to be a single, large family, where everyone is obliged to support all the other members of the community. Their humble crops are not enough to keep them healthy, but they do their best to master the art of carpentry, hoping to replace their dangerous hunting trips with trade.





Aureus

Since both wood and stone are valuable building materials, the abandoned shelters usually get dismantled. The only ones which remain are either so difficult to reach that they are not worth the struggle, or are kept just in case, so that the locals have an option to quickly rebuild them once the better days arrive.

Keeping the ruins also comes with a risk - clearings lure those of the creatures which need space to build their own nests, while walls can be a solid basis for a new lair.


Aureus

It's been a year since the last time I visited Howler's Dell... It now looks somewhat prettier. : )

I currently work on the ambient nature sounds for the game, and next week I'll start writing new scenes and interactions, in the meantime updating the older illustrations... This winter is great for the game. ^^


TheSHEEEP

Quote from: Aureus on February 13, 2021, 07:54:56 AMI currently work on the ambient nature sounds for the game
What are you using for sound effects in the game?
Whenever I went out looking for sound effects or even free music, I was always overwhelmed by the sheer amount of stuff available - how to not spend days simply filtering out candidates?

Aureus

Quote from: TheSHEEEP on February 17, 2021, 02:01:35 AM
how to not spend days simply filtering out candidates?

Well... ; ( That's exactly what I did.
I've been trying to make it work for almost two weeks now, but to be fair, when compared to the 2+ years of development I already have behind me, and another many months ahead, it's not too major, and - if I succeed - it will make the experience much more pleasant.
Ideally, the nature tracks will replace the soundtrack in minor areas, making the music more sparse, less overwhelming, and not as boring after hours of contact.

Greentongue

Nature sounds are usually acceptable and informative where as "music" is very personal preference.

Aureus

They do have the tendency to get a bit irritating and distracting, so without some proper testing I won't be sure how they turned out. I wouldn't be satisfied with generic European forests, at least not in isolation, so some of them are pretty, heh, wild.

Aureus

The residence of the magic crafter. October 2019 vs February 2021.
I'm so, so happy with this one.




TheSHEEEP

Pretty good example of how things got more detailed and more "rugged".

Even the lines on the walls are less straight  ;D