Astraverse Game Features and Design


While I was writing up the progress report for the game, I realized that I hadn’t really explained yet what features would be in the game or how it would be designed. So, I figure I should explain some of it’s features now before moving on to anything else.

Astraverse will have the same basic features of Phantasy Star Online but it will be in 2D and have a few changes to some of the systems and gameplay. For one thing–it won’t be an mmo.

For those who are not familiar with Phantasy Star Online, I’ll explain it this way–It’s a futuristic loot-grind action RPG (Diablo in 3rd person maybe?) but with a customizable button “palette” for assigning weapons, items, and skills to a GAMEPAD. It also has “drone-like” companions that can be fed/raised and equipped to bring into dungeons/areas. PSO also featured randomly generated (or more like randomly arranged) areas/dungeons.

All of that will be included in Astraverse but I’m going to try to expand on some of that stuff.

For example, the button palette system will include all four buttons on a controller instead of just 3. And since there’s no need for the left trigger to adjust the camera anymore, I’m planning on allowing for 4 more slots that can be used by holding down the left trigger/button.

Another thing I’m planning on changing a bit is with the drone companion (they call them “mags” in PSO). They’ll still be robots floating right next to players but they will be more like “pets” similar to the Chao from the Sonic Adventure series of games rather than little drones. They’ll be customizable through enemy material drops in the same vein as the Sonic Adventure games, too. We’ll be able to name them as well.

Players will be able to level up to level 200 and they’ll also be able to combine weapons with other weapons to make them stronger. No need for giving up cool-looking weapons just because other weapons are stronger–there will be a system for gathering a material (we’re calling it “plasma drops”) to level up weapons and combine them with others.

The music in Phantasy Star was one of the most defining characteristics of the game. As a matter of fact, I would say that PSO had one of the best soundtracks in gaming history. The music in Astraverse will sound like a mixture of Phantasy Star Online’s music and my own personal style. I always like to say that it’s “better for me to show than tell” so I’ll post up a sample of a track from the soundtrack soon to give a better example of how it will sound. 

Astraverse takes place in a fictional star system and so there will be 6 planets that the players will be able to explore.

While that may seem a little crazy–it won’t be an open-world game so developing this won’t be entirely unreasonable. I’m planning it out to still feel immersive, though. For example, players will have to board their ship in order to go to a planet.

Each planet will be more like a randomly-generated level. I’m doing it this way to simulate the idea of exploring parts of an entire planet. After everything’s said and done, a player should feel like they are exploring a planet whenever they play through a level–even if they don’t experience everything that the planet has to offer.

There will be “rest areas” that will also randomly generate in between the regular areas that players explore. They’ll mostly be represented by cities and while they are there, players can go to hotels to heal and gain temporary stat boosts as well as go to shops to buy and sell items and equipment.

At the end of each normal planet run, there will be a boss and then players will automatically be returned to their ships to explore another randomly generated level on the planet or fly to another planet to explore that instead.

The art style for Astraverse is currently a digitally hand-painted style. My wife and I are making the art for everything in the game ourselves. Mostly, it’s inspired by 
George Kumitani (the “mastermind” behind the Vanillaware games–Odin Sphere, Dragon’s Crown, Muramasa). We’re also taking inspiration from retro-style science fiction art.  Honestly, I’m not too confident about my art because this is my first time painting anything but my wife does great art. If someone were to help out with the art–I’d be glad to talk if they could pull off some nice stuff similar to the Vanillware games. However, we don’t have a budget for the project as of now so we’re sticking to what we can do on our own.

There will also be a few mini-games that will be included in the final game but I’ll get there when we get there as I have no plans to include any of that in the game’s upcoming demo.

Hopefully this post gives a better idea of what I’m making.

If you like what we’re doing here, don’t forget to subscribe to the mailing list!

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

Development Progress 12/9/18

So, how far is this game in development? — Let’s say further than a game should be when you start a game development blog.

Seriously. I’m actually able to see the light at the end of the tunnel for a playable prototype of the game!

Title Screen Track

First off, MUSIC–to me–is one of the most important aspects to the overall “feel” of a game. So, early on, I composed and produced most of the game’s soundtrack. I would say it’s about 70% finished. There are already 26 songs in the game’s project folder!

The demo will include some things that are sorta “non-essential” for a game demo such as the character creator but I feel like the game isn’t really the game without the character editor so–yes, we can still enjoy wasting a bunch of time in the character creator/editor in the demo!

Right now, I’m working on what’s planned to be the first planet that players will visit, Ashara. Not much has been done with it but I have created one of the variations for the backgrounds and with that came the basic framework for most of the game’s areas.

A screenshot I took a few months back when I was testing out the background layers. I’ll be adding more polish later!

That means that all I have to do now is make the background parts for the other variations of the background and place a few things here and there to generate a new possible area. Once the background parts are together, it only takes a few minutes to do the rest of that. The reason for this is that I’m using a development method I heard about called “sandboxing” which means that I make all of the necessary parts to a game so that they are ready to be used in the game before I build levels/maps/areas. This also helps me to balance things and make it all ready for random generation.


On the side of characters and stuff–my wife (who’s helping with art), is doing out first shop npc. We’ll be designing the shops as a cross between the ones in the PSU games and PSO2 as well as the shops in the old Dungeons and Dragons arcade games–totally random and seemingly unrelated but there’s a method to my madness, I promise.


Just a few possible characters that can be made when creating a character for the first time

The playable characters are all “composite” so players will first have to make a character before they can play. Almost every part of the available customization options for characters are already finished. Just a few little things to add and adjust and it’ll be fully ready. I’ve also programmed the character creator but I need to put together the UI and, of course, make it all work together. The plan is to have that done this week.

The title screen is already finished but there’s something I’d like to adjust with it.

And so ends my progress report. Subscribe to hear more updates in the future!

LB