Astraverse coming to Steam Next Fest!

Feb. 21 – 28

First thing’s first…

If you don’t already know, lately I’ve been hard at work on crowdfunding to make an enhanced re-release of my previous title, Tales of the Elements. This new Tales of the Elements (we’re calling it T.O.T.E.) is supposed to stand on it’s own without the need of listening to the albums that its original game was based off of. I decided to do this enhanced re-release it to port the game to mobile and give the project a second chance at reaching a larger audience so that it could help boost the community following for Astraverse. As much as I would like to not think of T.O.T.E. as a “stepping stone” for Astraverse, the ultimate goal here is to give Astraverse a much-needed boost. It’ll need the funding and without a community behind it–I’m afraid it’ll struggle.

Now, the Kickstarter for T.O.T.E. is finally coming to an end–just a couple days left so I HIGHLY recommend that anyone who’s interested in supporting Astraverse support the T.O.T.E. Kickstarter as well! T.O.T.E. is a dope JRPG that’s heavily based on Hip Hop and it’s culture. It’s a bit different but it does have a banging soundtrack just like Astraverse does!

Supporting T.O.T.E. is also supporting Astraverse as there is even development software that I’m using for T.O.T.E. that I’m also using for Astraverse. You can click on the image above or the gameplay image below to check out the Kickstarter!

Short clip from the new T.O.T.E.

So, what’s going on with Astraverse???

Honestly, development is taking a short break. But, I’ll be resuming development again in about a month or so to finally finish off the playable quest demo and the official reveal trailer that I have planned. The ques demo will be for 1-4 players and it will include the character creator from the character creator demo as well as one playable quest including some narrative events with a boss at the end of it. I want people who play the demo to get a good feel for the vision of the game. So, I’m trying to include every important feature to the game’s main gameplay loop.

4-player inventory management!

Steam Fest February 21-28

Valve reached out to me and invited me to showcase Astraverse for the Steam Fest that will be held in February! During this event, players on Steam will be able to try out the quest demo for Astraverse so you can count on this being a solid timeline for development on the quest demo for Astraverse. I’m looking forward to seeing everyone’s characters and experiences with the demo!

– LB

Progress Update 4/21/21

I know I keep saying this over and over again (in different ways) but I’m inching ever closer to a playable demo of Astraverse.

This time, though, I feel like I say that with good reason. After programming the logic for the in-game shields, I’m beginning to reach the point where all of the core-player functions/features are complete.

And that was a small achievement in comparison to the following:

The Narrative Adventure system!!!

Yep! The Choose your own adventure events are also done and are COMPLETELY ready for the storytelling needs of the demo!

So I figured it would be a good time to explain how these were going to actually be implemented into the game.

Now, I know that graph up there looks like a hot mess (lol) but I promise that it’s an “organized mess,” ha ha! I can assure that it explains the gameplay flow/loop very well.

See, whenever a party is formed, they will either choose a quest that will bring them to a series of short stages that represent a planet (or more) or they will be able to choose to just go to a planet to adventure on.

In-between each stage/area, there will be an event that plays out just like the one above and the way each event plays out will have an effect on the path that’s taken during each adventure–meaning the subsequent stages will be different depending on the party’s decisions/experiences.

For example, say you’re in this stage below:

Imagine running into a choice-driven narrative event at the end of this forest

Once you (and whoever you’re teamed up with) reaches the end of the area one of those events will pop up. Depending on the circumstances, the event can either be random or part of an overarching narrative that’s part of the current adventure.

Just like that chart up there shows, the CYOA events will chain together the gameplay loop, making it feel more like a choice driven adventure with a story rather than just a series of side scrolling beat em up stages. Rather than feel like a linear progression, there will be branching paths and even story points that will give each player their own unique experience.

So, now that I have the narrative event system in place, what’s next? How close are we to an actual demo?

Here’s what’s left to put in the game before we can see a playable demo:

  • more loot (at least 5 – 10 per weapon type/armor)
  • equipment shops with randomized loot
  • at least 2 more basic monster types
  • 2 or 3 more backgrounds
  • the first boss
  • party defeat system
  • the demo’s questline
  • the 2nd, 3rd and 4th player

That’s literally it! And while it seems like a long list of errands, it’s not as bad as it looks as some of those things such as the loot, backgrounds and other players are already partially implemented and just need to be finalized so that they are functioning properly and playable.

Also, because of the method of programming I’ve used up to this point, once the demo is playable, more content will be made much faster as the core systems of the game will already be functioning and it will just be a matter of taking player feedback and polishing stuff up!

Challenges and Opportunity

So, now that the move is over, I’m dealing with a serious case of jet lag. Over the course of the past week, I haven’t had much time to devote to developing Astraverse. This is all understandable but the real downside is that I’ve burned up my only free week before working a new, full-time job by just sleeping and waking up at odd times.

The good news is that I have a little help on the programming side of things now. The coder that helped me with some things on my last project is in on the project now so there should be some decent progress made even if I’m working full-time.

Originally, I honestly wanted to have things ready to showcase the demo and push it out to seek funding for the project so that we could work on it full-time. However, I underestimated the time that would be needed to complete the character creator and I honestly don’t think I have what it takes to run a successful crowdfunding campaign or “profitable-looking” project pitch.

Usually, I’d be pretty upset about such a huge and disappointing change in my plans but I don’t really see it as much more than a simple setback that may set up the foundation for a beneficial opportunity.

Instead of seeking some sort of funding for the development of the game from a publisher or some sort of crowdfunding platform, I can put my own money into the project where it’s practical and without worrying about having food on the table. This way, if I need to crowdfund at all, it will be to pay for stuff like paying the extra programmer(s) or paying a professional artist to redo the game’s artwork.

Of course, work will take away from the time I can devote to development but that’s where Astraverse’s game development method comes into play:

At some point, the development will shift from system and feature programming to just pure content creation. A simple way to put this is that the basic framework for the game will be done first–parent assets for weapon types, class types, enemy types, equipment types, area types, item types, etc. being programmed first–and then new stuff will be simply added as modified versions of the parent assets (but presented with different art, stats, layouts etc.). This means that once that initial part of development is cleared, a good 50% (or more) of the development will require much less time and effort to cover.

I heard somewhere that this type of development was called “sandboxing.” I think it’s a great way to handle development for games that focus less on “evolving gameplay” and more on equipment and level grinding (like in a lot of rpgs)–especially when a large amount of content is needed.

Anyway, I’m currently lacking reliable internet at the moment but hopefully in the next week or so, I’ll have something fixed up at the house so that I can post up some more music or videos.

– LB

Quick update: Moving

First off, I have to apologize for not having a regular update here posted on-time.

 

My wife and I are moving this week so I haven’t been able to work on Astraverse in a couple of days. We’re almost ready to fly out on Friday so I’ll have some time to work on it before we move.

 

I did, however, work on some animations that needed adjustment and made some new animations for the male characters–hand-to-hand combat ones. I don’t have the time to post them just yet but they’ll definitely be in the demo for the game!

 

The goal this week is to finish up the character creator and then post up an update on it before we leave on Friday.

 

– LB

 

 

 

Development Progress 12/30/18

Okay, so this time I decided to take some footage from a couple of weeks ago to showcase some things that I’ve gotten done for the month of December:

I enjoyed putting this video together more than I thought I would and it took a lot less time than I anticipated as well so I’m thinking it would be a good idea to make more videos for future dev progress updates.

There was a lot of progress made this month even though the project’s not exactly where I’d like it to be right now.

Besides what’s shown in the video, here’s a quick breakdown of what all I’ve gotten done this month:

  1. All male and female custom player character hairstyles, skins, attachments, outfits, and faces ready for the demo.
  2. The design for the gameplay Hud UI.
  3. A few buldings for environments.
  4. The design for the character creation GUI.
  5. At least one digitally painted weapon type for each class.
  6. The GDD 90% completed (almost 80 pages)!
  7. The new title logo.
  8. The calm and battle tracks for the final stage in the game.
  9. The cannon attack animation for female characters.
  10. The female ADOL idle animation.
  11. Documentated abilities (for a new “trait” system) and Section ID names.

Some of these things took more than just this month alone to work on like the GDD and the composite character stuff for custom player characters.

It was pretty awesome how PSO included the afro as a hairstyle for custom characters despite it not being my personal preference. It felt iconic at the time to have an MMORPG include something like that so Astraverse is bringing it back!
It was pretty cool how PSO had the afro in it despite it being a hairstyle I personally didn’t prefer.  It felt iconic to have an MMORPG include something like that.

As for the game’s character creator, I didn’t finish it as soon as I hoped. A storm hit my area causing a power outage for several hours yesterday, so I wasn’t able to work on the game, unfortunately.

But, that’s okay. Game development is usually a very long and involved process so unexpected setbacks and delays shouldn’t come as a surprise. Besides, I don’t think I’ve ever heard of a “perfect” development process for any game up until now.

In my honest opinion, the closest one to being “perfect” in recent memory would’ve been the development of Divinity Original Sin 2 but even Larian Studios experienced a power outage on the game’s launch day.

Any delays here right now are minor compared to that. But, as long as I’m getting at least one thing done (whether big or small) once a day, I’m making progress and I think that’s really the important thing.

– LB

Setbacks and “Throw-away” BGM

The funny thing about game development (and pretty much any sort of creative project) is that there are almost always things that get cut from the final version.

Even though it’s quite early in Astraverse’s development, I’ve already chosen a couple of tracks to cut from the project–at least for now.

Now, a lot of people would probably disagree with me on this but there are a few reasons why I’ve cut some music stuff so early. For one thing–I’ve already composed about 60% – 70% of the entire soundtrack–Another main reason I’m making decisions on what goes and what stays is that my external hard drive just stopped working out of nowhere so I lost all of the project files for Astraverse’s music (along with all of the project files for the music I’ve produced, composed, recorded and released since 2010).

Fortunately, I had already saved every track that I had composed for Astraverse so far on to my local drive and a cloud drive. However, this means that I either have to re-do every track from scratch (if I ever wanted to change anything in them) or just treat them all as “final” versions.

This isn’t too much of a problem since I’ve spent a lot of time on the music already and I feel the tracks sound exactly the way I want them to. But there are a few tracks here and there that weren’t mixed well and a couple of them that I wasn’t sure I wanted to bring into the final game.

The following track was originally intended to be the BGM for the final area in the game (The Enemy Encounter version starts at 3:50).

There’s no need to worry about spoilers as this track’s been already replaced with something that I recently composed some time after my external hard drive failed.

And if you think it sounds good already–don’t worry, the new track is WAY better.

On the other hand, I MIGHT be able to find some use for this one somewhere in the game. But, there’s no plan for it now–I only need 12 environment tracks for the different places/planets that players will visit and those are already finished. I’m not worried about it right now.

 

This week, I’ve been dealing with this stupid bug while trying to import my animations into the game engine that I’m using and it’s taken about half the week to deal with the problem. Funny part was how simple it was to fix the issue. Even though the game engine’s compile window wasn’t explaining anything at all, it turned out to be that the names I was using for some files inside of the animation program were too long. After stressing out for about a couple of days, I ended up trying to rename everything and it finally worked!

Normally, I’d say this was a waste of time, but in reality, I learned something useful about importing my animations into the game engine that’ll save me the trouble for later on. Once I have some money to put into the project, I’m going to invest in a better animation program that will hopefully be more compatible with the game engine that I’m using (and hopefully will result in less issues like this week’s).

 

To be honest, this setback hit my schedule kinda hard and even though I’ve pretty much hit the ground running again with the game’s development ever since I fixed the problem, I don’t think I’ll be able to wrap up the character creator just yet.

But, there’s still this weekend so we’ll see what I can get done.

In the meantime, I’ll try to have something “special” prepared just in case I’m not able to follow through with that character creator by my next post.

 

– LB

Races of the Ze’re System

Yep, that’s right–we have more lore in this post but a small update, too.

In Astraverse, there are 3 races: Humans, ADOLs and Neomans.

Male ADOL.png

ADOLs were the first race to be created by humans. The name ADOL is an acronym which stands for “Artifical Design(s) Of Life.” To put it simply, they’re androids–but in Ze’re, if a person calls them an “android” it’s like a negative racial term. ADOLs excel in physical strength but they are the weakest when it comes to using “Formulas” (which is Astraverse’s science-fiction equivalent to most RPGs’ “magic”). Unlike most robots in science-fiction stories, Adols are very human-like in that they can understand and feel emotions.

Female Neoman Adept2.PNG

Neomans are the youngest of the 3 races and they are made up of human DNA enfused with a form of energy called “plasma”–the same energy that is technologically altered to create “Formulas.” Because of this genetic alteration, Neomans have a much stronger connection to plasma allowing them to create stronger formulas. A side-effect of plasma mutation is a weaker body, so Neomans have less endurance and strength than the other 2 races.

 

Human Male

Humans are (obviously) the default/regular/normal/typical/average race with balancedabilities and appearances. Pretty much nothing notable here besides their back story. The humans of Astraverse’s story created the other 2 races and because of that, they tend to think they are better than the other 2 races.

 

 

 

 

I will make posts that showcases the ADOLs and Neomans as individual races.

Here’s a small update:

I’ve been working on a lot of GUI-related stuff this week. I kind of underestimated the need for that which is funny because the game is an RPG. I think this is because my last game was developed in the RPG Maker engine so I didn’t really need to worry much about UI stuff outside of customizing system and dialogue windows.

Here’s what a character’s basic gameplay hud will look like:

Astraverse gameplay UI final (blank example).png

The 4 hexagons at the bottom represent the “button palette”. This is where weapons, skills and items will be equipped. There are 4 more button palette slots available for when a player holds down the “R” trigger/button and also 4 more for when they’re holding down the “L” trigger/button. Altogether, there are 12 different button palette slots available.

I’m choosing to place this hub at the upper left corner of the screen for the first player and for other players–at the other 3 corners of the screen. I wanted to reduce as much UI clutter as possible on the screen because I want the environments to be very visible and the gameplay to feel as immersive as possible.

This week, I’m planning to finally finish up the character creation as I got a bit “sidetracked” with this hub stuff. Hopefully by the time I next post here, I’ll have a video showcasing it!

– LB

 

Should’ve Started This Before But Here Goes…

I’m not really sure of what the best opening start to a blog is….

I figured I’d just go ahead and say that instead of pretending like I have all the answers or know completely what I’m doing. 

I’m starting this blog because I’m currently working on a serious game project inspired by my favorite video game “Phantasy Star Online” and I’d like to not only give a proper way for others to track the game’s progress but also (and mainly, to be honest) to gain the project some sort of following so I can put some food on the table while I’m at it.

I’m Daniel (DJ is what my friends call me) and I’m a part-time music artist (Last BeNeVoLeNcE–I’m actually “googleable”)  and, of course, a game developer. 

As you can tell by the title in the heading logo of the site, the game I’m working on is called “Astraverse” and it’s set to be a 2D game co-op RPG that’s A LOT LIKE PHANTASY STAR ONLINE.

I’d even go as far as to say that it’s a “PSO-like” (I get this from the “Souls-like” & “Rogue-like” terms) or a “PSO-clone” but it’s still going to be quite different. For one thing, it’s a 2D game–which already comes with a set of differences. But, it’s basically my own 2D twist on the gameplay from the legendary fantasy sci-fi title that some of us know and love. 

Anyway, I’d like to keep these blog posts as short as I possibly can so that it’s easier to follow (some will probably be long to cover more in-depth topics). I’ll cover the current progress of the project in another post and I’ll do maybe another post or 2 that’ll go further in explaining why I decided to work on this game and how it will be the same and/or different from PSO. 

Thanks for coming–don’t forget to subscribe at the bottom the page if you haven’t already!

LB