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!

Dev Progress Update 3/24/21

As some are probably aware, I have full-time work that eats up enough time to choke out potential progress to Astraverse’s development.

However, thanks to some help that I’m getting from my supervisor, I’ve been able to work more on Astraverse-related stuff during downtime–that’s how I was able to rebuild the site and go back to providing updates as well as reestablish the Discord channel.

Anyway, today I continued to work on the narrative event system that will play a big role in the gameplay structure and flow as well as the story. I haven’t explained this yet but that’s because the last update was about 3 years ago and, well, things have changed a bit since then. Not TOO much. Astraverse is largely the same game but it’s overall concept and narrative approach has grown since then.

Behold! Astraverse’s Narrative System

Back in 2019, during E3, they announced that Phantasy Star Online 2 was coming to the US. Now, this made me think about the future of Astraverse. Astraverse was originally supposed to “fill” the void that Phantasy Star behind in the past decade but in it’s own way. So I thought to myself–“If PSO2 is coming out, should I continue working on Astraverse? And if I do, is it just going to forever be in the shadow of PSO2?”

Well, the answer is that it doesn’t have to be. Astraverse can be it’s own game even if it’s heavily inspired by Phantasy Star. So, I brainstormed on ways to make it stand out. Honestly, I think I was overthinking it–there are many games out there that are heavily inspired by the devs’ favorites and that doesn’t usually take way from those games but in some ways it adds to them.

But, I still wanted to explore ideas that would add to the experience and at the same time create an entirely new experience.

That’s when I came up with the narrative adventure system. Basically, it works like a choose-your-own-adventure game but with the real-time side-scrolling beat ’em up gameplay in-between narrative events.

Basically, a player will read flavor text and dialogue that will include descriptive scenarios that the player can imagine–like in a tabletop RPG. Then there will be dialogue options or choices that the player will choose from to progress through these events which may or may not alter the path the player takes while adventuring on a planet.

In between areas of a planet’s “stage,” players will encounter these events. And they will work for up to 4 players, with each player taking turns to interact with scenarios.

Another example of the narrative system

This not only allows for the game to become much more immersive with it’s storytelling but it also lifts a bit of the burden that would come with other styles of storytelling such as fully-voiced or non-voiced cutscenes. It also helps the game to stand out. On top of that, it makes it far more reasonable to implement “user-generated” experiences such as a party’s ship crash-landing on a planet or a quest popping up out of nowhere due to certain conditions being fulfilled through previous quests. This also allows for me to explore more options such as unique decisions/options in quests that depend on certain stats.

Anyway, I’ve been working on that lately as I’ve completed most of the other in-game systems and I’m getting closer to being able to build a playable demo. Once I’m done with the narrative system this week, I’ll be trying to test it out and then I’ll be moving into working on building out the gameplay loop of a typical session in Astraverse. Stay tuned for more of the finalized info on the game and more updates as I’ll be pumping out more soon.

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

 

The Planets of Ze’re

I think it’s a good time to start talking a bit about the setting of Astraverse.

Some of these things I may have briefly mentioned before but in this post, the goal is to go into a bit more detail.

 

Astraverse takes place in Ze’re, a fictional star system that contains 5 inhabitable planets: Jeavis, Ashara, Autovia, Croatis and Hautune.

I took some obvious inspiration from the Algol star system that was in the original Phantasy Star games on the Sega Genesis. I liked the idea of having more than one planet in the game to travel to and experience.

smallPlanet Jeavis

Jeavis

Jeavis is a hot planet and it’s closer than the other planets to the Ze’re system’s star. It has a red atmosphere and a red sky. It’s also covered in deserts. There will be a ring of astroids surrounding this planet which will be visible in the sky from the planet’s surface.

 

Ashara (left) & Autovia (right)

Ashara and Autovia are planets that share the same axis and they rotate around each other during their cycle around the star, Ze’re (this is probably not scientifically possible but I have read about the possibilities of 2 planets sharing an axis and that’s where this idea came from). They both have very similar atmospheres that are very “Earth-like.”

Ashara is a planet that’s filled with a lot of green. I like to call it a “paradise planet” so there’s going to be lots of trees, grassy fields, flowers–stuff like that.

Autovia, on the other hand, will be filled with cities. As a matter of fact, the entire planet will be a gigantic city. This is where most of the people in the Ze’re system will be taking up their residence. There’s this AI that built that were able to quickly build the planet-wide city on Autovia using a technology that can be seen across the sky of Autovia.

 

smallPlanet Croatis

Croatis

Croatis is a planet mostly covered in oceans. Not much is known about this planet from the beginning of the game’s story and because of that, I rather let it remain a mystery until people can actually experience the story and see for themselves!

 

smallnew Hautune

Hautune

Hautune is our “cold” planet. It’s covered in ice and snow and the cool thing about it is that it has a purple atmosphere–so the sky appears purple when seen from it’s surface.

 

I’m planning to add the Construction Tech to Autovia and the ring of astroids around Jeavis eventually, though. Should either show up in the demo of the game or the full game!

 

– LB