Exilian

Game Design and Project Resources: The Workshops Quarter => Computer Game Development - The Indie Alley => Topic started by: Aure on May 08, 2019, 06:22:06 PM

Title: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 08, 2019, 06:22:06 PM
Roadwarden is an interactive fiction
in which you explore and change a hostile, grim realm.

(https://lemmasoft.renai.us/forums/download/file.php?id=53267&mode=view)

Everyone knows to stay away from the wilderness. Most people would never risk a lonely journey.

Roadwardens not only accept this struggle, they embrace it. They deliver messages, assist merchants, burn human corpses and, if possible, get rid of beasts and highwaymen.

They live on the road, die young or retire early.

It’s a dangerous job, but a respectable one. And it pays well.


(https://lemmasoft.renai.us/forums/download/file.php?id=53268&mode=view)


Main Features:
You can find more information as well as the free demo on the game's website! (https://moralanxietystudio.com/)

(https://lemmasoft.renai.us/forums/download/file.php?id=53269&mode=view)
(https://lemmasoft.renai.us/forums/download/file.php?id=53270&mode=view)
(https://lemmasoft.renai.us/forums/download/file.php?id=53271&mode=view)
(https://lemmasoft.renai.us/forums/download/file.php?id=53272&mode=view)
(https://lemmasoft.renai.us/forums/download/file.php?id=53273&mode=view)
(https://lemmasoft.renai.us/forums/download/file.php?id=53274&mode=view)

So, hello again! What do you think? Have you got any idea how can we call this game's genre? : P
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on May 08, 2019, 09:02:05 PM
I think it's an adventure game. It includes aspects like stats (eg your health) and an inventory, so it's not purely what I'd think of as interactive fiction, but it's mainly working through trying to get a defined set of choices toward certain outcomes rather than being primarily stats/inventory driven and open so it's not really an RPG - adventure game seems to fit well IMO :)

And it looks great - looking forward to playing it more at some point :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 09, 2019, 09:25:27 AM
Thank you, Jubal! Some time ago I joined a cool Facebook community that loves retro adventure games, and I feel like labeling my game as an adventure game could be a bit false and maybe even dishonest. I do believe that there are good reason to bring this genre up, though at the same time, the game distances itself from some adventure tropes... I mean - by definition, even all Visual Novels are adventure games, but I think we can agree that there are significant differences between the expectations of a person who wants to play Quest For Glory and of a person who plays a VN. : )
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on May 09, 2019, 12:04:11 PM
Mm, I don't think I agree: I mean, I guess maybe you could pitch it as an adventure game/visual novel crossover in genre terms?

I think Quest for Glory is at the other end of the spectrum where Adventure Game crosses over into RPG, mainly because it has a functioning combat system; I don't think QfG is a very representative adventure game for that reason, most adventure games don't have that sort of RPG style combat at all. I guess the main difference on the other hand between Roadwarden and, say, King's Quest is the feel of the story (Roadwarden is much more serious) and the input method (CYOA style link options vs parser input). But I think the presence of an inventory and modulation options (the mood/attitude buttons) shifts RW out of what I'd consider a visual novel to be and to be quite a bit closer to what I'd think of as an adventure game.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 11, 2019, 12:48:44 PM
I keep thinking that for Most people, adventure games are usually story-heavy puzzle games with 2D front-view graphics and gameplay involving point & click controls / player's text parsers or other popular solutions. I honestly believe that there are so many games that classify as adventure games and, at the same time, merge themselves with other features (like 3D FPP camera) or touch other genres (RPGs, dungeon crawlers, Visual Novels), that this categorization is filled with dead ends.

IN THE MEANTIME : P

I love it when a game slowly moves from place holders to the actual graphics. Here you can see the first part of the game’s map - the large “objects” are icons allowing you to select the area you want to visit. Heavily inspired by Baldur’s Gate. ; )

If you think it can still look better, I’ll be happy to see your feedback!

(https://media.indiedb.com/images/games/1/71/70656/MAPKA_OLD_VS_NEW.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Pentagathus on May 12, 2019, 02:48:56 PM
This looks cool.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 12, 2019, 02:49:47 PM
Cheers!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on May 12, 2019, 03:03:26 PM
Fair enough, we can agree to disagree on the adventure game thing :)

I really like the new map style, it works very well! Will the areas off-road get filled in at all, or is the final map just going to look like a road network with gaps between?
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 12, 2019, 07:39:05 PM
Thank you! I haven't decided yet, but the current idea is that I want to make some "dark spaces" open to a) make it easier to add some new, quest-locked areas and b) make it more clear to read, without surrounding the player with unnecessary information.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Tusky on May 13, 2019, 04:26:19 AM
Looks good!

I like the graphical style you've gone for, and the sepia colour scheme
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 18, 2019, 12:56:30 PM
Hello, hello!

It was a busy week and I think I should start writing devlogs about the game’s development, highlighting new features and the general progress. I’d like to share the first post like this starting next week. : )

The coolest part of this week, however, was working on the new picture for the game. Do you remember my castle-tavern? I wanted to draw its interiors. The first attempt, which displays the exteriors as well, was a failure. It doesn’t allow to show that many details and limits the scope of furniture while also ruining the proportions, even if I’d add buttons allowing to hide and show specific floors.

(https://lemmasoft.renai.us/forums/download/file.php?id=53372&mode=view)

But the new one feels great to me. For me, it feels cozy. It feels like I can’t help but imagine all the stories that started (or ended) here.

(https://lemmasoft.renai.us/forums/download/file.php?id=53373&mode=view)

What do you think? Do you like it?
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on May 19, 2019, 10:15:57 PM
I think I feel less negatively than you do about the first attempt, though I agree that I think the second attempt is really good and works well :)

I think the only thing that feels a bit off is some of the proportioning. The beds in particular seem tiny, and the windows seem pretty high in relation to that - I assume they're smallish windows because it's a defensive structure, but then you probably still want them to be accessible and reachable by defenders who might want to shoot out of them.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 20, 2019, 08:12:20 AM
Thank you, Jubal! I personally feel like these windows are not a part of the castle's defenses, unlike the embrasures in the tower behind the main building, but rather as a way to let in some air and sunlight during the warmer days. The tower and the walls are meant to serve as the lines for defenders, but the inn in itself serves mostly as an inn - if the monsters are under the door, it means you already lost and all you can do is lock yourself in and hope they won't be able to get inside. : P If they can get through the walls, they almost surely can get to the ground-floor windows. But if they try to get through the main entrance, at least you have a lot of space to strike them!

Thank you also for pointing out the beds, I still have to decide if I like them or not. : P The one in a separate room is larger... Maybe I could Try to draw the furs on the floor instead, though it would be a bit hard.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on May 20, 2019, 10:35:59 AM
Maybe it would help to draw a person-size comparison figure as a separate layer in your piece (not to be included in the final thing) and shift it around the building graphic to check the scale of different parts matches up? That's what I'd do.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 25, 2019, 02:06:41 PM
A new feature added - having an option to end the game! : P


Since Roadwarden is going to have a very unusual story structure and is, in some way, an open world game, I expect that not everyone is going to complete it in 100%. So, you’re going to be able to finish the game whenever you want - even in the middle of the tutorial. And if you want, you can always read a summary of your journey (which will get more and more detailed as your playthrough goes on) to let you know how much of a “good” ending you’ve earned up to this point

And yes - these endings are going to be heavily personalized. The one you see in the video, for example, belongs to a PC whose main goal is the wish to help people. Other characters have a bit different endings.

The entire “ending” section is still in an early WIP. It’s going to have additional graphics and maybe even an interface looking more like the game’s prologue, but for now it’s fine as it is. : )

--------------------------

By the way... Have you seen the game’s first devlog? (https://www.indiedb.com/games/roadwarden/news/first-steps-after-the-announcement-roadwarden-devlog)

--------------------------
I was planning to focus on writing the new scenes for Roadwarden, but I decided to change my approach. Since the demo of the game received quite a bit of attention and a lot of helpful feedback (which includes one game-crashing bug), here are the plans for the nearby future:

Monday, May 25th - new devlog focused on the “genre” of the game (why is it an RPG / Visual Novel / text adventure hybrid : P).
Friday, May 31st -  the new demo of the game (with few fixes and some additional features).
Saturday, June 1st -  a video presenting the entire “tutorial” section of the game. For those who’d like to just see a couple of bits without sinking into the entire thing.
Monday, June 3rd - a regular devlog explaining the new features from the demo and some other changes.

After that point, the demo will no longer be updated unless a game-breaking bug will be spotted.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 27, 2019, 09:16:49 PM
Jubal, take a look at what I have here (https://www.indiedb.com/games/roadwarden/news/an-rpg-visual-novel-text-adventure-hybrid-is-a-mouthful-roadwarden-devlog). : P
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on May 27, 2019, 11:20:10 PM
Yes that summarises the issues pretty well I think :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 28, 2019, 11:55:20 AM
If you have any counterpoints or would like to present a different take, I'd be happy to talk about it. : )
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on June 01, 2019, 12:36:56 PM
The new version of the demo is now available (https://moral-anxiety.itch.io/roadwarden), and not only it has multiple minor and major fixes, but also some bits of additional content.

Unless a large bug will be found, I currently assume that the version 0.3 won’t be updated in the nearby future. And it should be able to fairly portray the gist of what I want Roadwarden to be.

If you haven’t played the demo before, this is the version that I would recommend. However, if you’ve already play it through, you may be interested in checking out the following changelog. A deeper look will be available on Monday, in the new devlog.

The Mac version is now available.
Though it’s not tested very well. If you find any issues, please let me know.

The achievements don’t kill you anymore.
I’m surprised (and relieved) that only one person have encountered this problem. From now on, clicking on the received achievement won’t crash the game.

You can switch the font to a pixel one.
Whenever you want, you can switch between a pixel-artish font (which looks nice) and the regular font (which is easier to read). The regular font is still used by default.

Now you can actually beat the game! (and unlock the worst endings)
A new icon on the map allows you to complete the game, even in the very first morning. The “ending” section doesn’t have illustrations yet, but is altered by the goal that you’ve chosen for your character.

Added new travel descriptions.
If you’re in the Southern Crossroads and move either to the dolmen or the tavern for the first time, you’ll see examples of the new travel descriptions. This tool will also make random encounters much easier to implement.

Added a couple of options to the dolmen.
Parsers in the dolmen respond now to more commands. Also, a small bug involving the secret was fixed.

Rolling back works better with various menus (like map and sleeping).
Using a mouse or keyboard to “roll back” when a map or other complex menu are displayed sometimes created issues. From now on, it will only close the displayed menus, without instantly jumping back.

Pointing at your HP is now more elegant.
It won’t cover the main narration and is generally more responsive.

Fixed some typos and rephrased a couple of things.
Among the major changes - the inventory descriptions are now significantly more polished and the “choices” are more consistent.

And here is the latest devlog (https://www.indiedb.com/games/roadwarden/news/an-rpg-visual-novel-text-adventure-hybrid-is-a-mouthful-roadwarden-devlog), portraying the problems with labeling the game through traditional genres.

(https://i.imgur.com/jtGR8vB.gif)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on June 08, 2019, 12:52:07 PM
Whenever you encounter new NPCs in Roadwarden, you can select one of the 5 attitudes to impact the first impression you're going to make. Attitudes affect the tone of the conversation, what the NPCs think about you and what dialogue choices will be available to you in the future.

A group of bandits surrounds you. Some of them hold swords, others have loaded crossbows. Do you try to ease the tension by being friendly? Do you try to intimidate them? Do you act vulnerably, hoping they spare you?

Do you like what attitudes can you currently choose from? Do you think there should be any more?

Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on June 08, 2019, 11:42:58 PM
I think it's a good set. I guess I feel like maybe an "annoying" one could have its uses, to get a character to chase your or get them to dislike you without actually trying to puff yourself up and scare them - so then you'd have two positive/friendly attitudes (playful and friendly), two neutral to weak attitudes (Distanced and Vulnerable) and two antagonistic attitudes (Intimidating and Taunting/Annoying).
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on June 09, 2019, 06:50:30 PM
Interesting! I saw other suggestions as well, but I think "annoying" would be a bit weird. I would not introduce options such as "I'm annoying so people are chasing me into the forest", and maybe these taunts would work better for me if introduced as dialogue options instead of first-contact attitudes.

Thank you for giving me something to think about, Jubal!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on June 09, 2019, 09:52:06 PM
Yes, I guess it might be better as a dialogue option, that's a fair point. :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Tusky on June 17, 2019, 11:14:36 AM
Maybe evasive? Or perhaps better: coercive. That might be the same as what you were saying about annoying, though. In that trying to trick them is more of a dialogue option.

Perhaps offish? Like be snooty and aloof?
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: bigosaur on June 20, 2019, 08:40:20 AM
I love the color palette and the game looks overall. You have some very nice visuals and it will attract attention from players for sure.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on June 22, 2019, 12:50:59 PM
Thank you, Bigosaur! I can only hope and try. : P

@Tusky - Thank you as well! I think "offish" was what I had in mind when I decided to write "distanced." It's possible that I should change it.

So, my “break” is over! I’m back into the full-dev mode and it feels great. <3

I’m working on the dialogues for the first tavern. There’s a lot of things to talk about and to do here, and guess what. You don’t even Have to come here, and if you’re aggressive toward the innkeeper, you’ll just get thrown out. Choose your Attitudes wisely!

(https://media.indiedb.com/images/games/1/71/70656/screenshot01.1.png)
(https://media.indiedb.com/images/games/1/71/70656/screenshot02.1.png)
(https://media.indiedb.com/images/games/1/71/70656/screenshot03.1.png)
(https://media.indiedb.com/images/games/1/71/70656/screenshot04.1.png)
(https://media.indiedb.com/images/games/1/71/70656/bug.gif)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on June 23, 2019, 11:45:58 AM
The innkeeper sounds like a good character :) Good to see more progress!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on June 29, 2019, 02:43:45 PM
Hi, I'm Aureus and I love dialogues.

But seriously, how much can you do in a single tavern?

And yes, you still are going to be able to beat the game without ever going to this area.

(https://i.imgur.com/aus6IQz.png)
(https://i.imgur.com/h1Oc7Rt.png)
(https://i.imgur.com/Du0g83k.png)
(https://i.imgur.com/dSiKdwo.png)
(https://i.imgur.com/vcEqTWu.png)
(https://i.imgur.com/H0WAMsc.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on July 07, 2019, 04:26:16 PM
Writing big dialogue trees is definitely a skill - well done!

How've things been going lately? I saw you were at a castle for some convention or other?

Also, Roadwarden got the top spot in the most recent Updates :)
https://exilian.co.uk/forum/index.php?topic=5985.msg133668#msg133668
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on July 08, 2019, 06:54:12 AM
Cheers, Jubal! The game is moving slowly, especially since a large chunk of my time was centered around the two 1-hour speeches I've prepared for the convention. I spent days on writing and rewriting them, and I've practiced each one of them at least twenty times... But they went great, it was a large ego-boost to me to see what a positive feedback I've received. <3

Also, a week ago I've written a devlog that gets deeper into how the dialogue writing looks... I'm still rewriting and adding new pieces, but you may be interested in the cogs behind the scenes. https://www.indiedb.com/games/roadwarden/news/writing-dialogues-for-the-clean-spear-tavern-roadwarden-devlog
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on July 08, 2019, 09:23:14 AM
Wow, two hours of speaking time? That's a LOT. I'm used to having to condense everything for my academic conferences into 20 mins, 30 at most (and for political conferences even less). Really cool and good that they went well! :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on July 13, 2019, 12:55:57 PM
What a fruitful week this was.

The dialogues for the tavern that I’ve been working on for weeks are now finished. Adding all the conversations for the guards increased the volume by a third, but the more I wrote, the more I was sure it was a good idea. The throw-away NPC now has a lot of personality, and I’ve added a lot of new things which will impact the game even in the later stages.

(https://media.indiedb.com/images/games/1/71/70656/screenshot0039.png)

After finishing with this place, I took some time to draw. Two completely different areas:
1. A ruined village. The Imperial forests are dangerous and unfriendly, forcing the hamlets and villages to grow as slowly, as they can. If humankind affects the nature too much, too fast - the monsters arrive to take back what belongs to them.

(https://media.indiedb.com/images/games/1/71/70656/ruinedvillage.png)

2. At the edge of the swamp, a large tree stands for as long as anyone remembers. It has no leaves, yet slowly grows. To stay alive, however, it has to be fed by the locals, who put their offerings on an ancient altar.

(https://media.indiedb.com/images/games/1/71/70656/sacredtree.png)

Drawing still consumes a lot of time, but what now takes me a day or two, just half a year ago would be literally impossible for me. Or would require two weeks and dozens of redraws. Feels good to grow.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on July 13, 2019, 07:37:34 PM
It feels odd that the ruined village only has two small breaches in its stockade but most of the buildings inside look collapsed - I'd expect the stockade to decay far more quickly or be more damaged? Though I guess it depends how long you want it to have been abandoned/ruined for...
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on July 13, 2019, 11:01:48 PM
Thank you, Jubal! In my mind the buildings were purposefully destroyed and partially burnt, they weren't just consumed by time.

But it is an interesting thought. How long can a palisade really stand without maintenance. It's wood, after all.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on July 20, 2019, 02:01:03 PM
I’ve made a huge progress as far as the graphics go. I now have enough material to spend a couple of weeks writing dialogues, encounters and modifying the game’s features. I need to make some large changes, and all of them are going to be great.

Here are some examples of the latest advancements:
1. The druids’ cave, locked behind a metal door. What can be found inside? Is it just a shelter, a prison, a treasure chamber? After all the first things you see when you get nearby, are the garden patches with herbs and veggies. 
And you can see how much your feedback can impact the picture.
(https://media.indiedb.com/images/games/1/71/70656/screenshot0001.png)

2. The shop screen is looking much better now, though it still needs some work. Next stop - adding a separate icon to display the money in player’s possession, replacing parts of the item descriptions.
(https://media.indiedb.com/images/games/1/71/70656/screenshot0002.png)

3. A camp in a destroyed building, a part of the ruined village presented here last week. Iron and steel are rare and valuable resources, no wonder that someone would try to scavenge for them in an old, abandoned settlement.
(https://media.indiedb.com/images/games/1/71/70656/screenshot0003.png)

I don’t have enough time to take care of all the ideas I want to pursue right now, but there’s a good chance that a new version of the demo is going to be available in August, Though maybe not, maybe I should focus on developing all of the core areas that the player can visit and quests they can be a part of.

I would love to know what you think!

(Bonus devlog!) (https://moral-anxiety.itch.io/roadwarden/devlog/90099/banging-my-head-against-a-brick-wall-roadwarden-devlog)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on July 20, 2019, 08:54:11 PM
Yeah, I think the main thing I'm interested in is how you're going to make the sheer number of possibilities meaningful in this - the choose your own adventure style options interacting with e.g. item availability, and then your whole additional multifaceted mood options system, gives you so many possibilities that you must have a lot of branching decision paths.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on July 21, 2019, 08:46:11 AM
I definitely have to keep a couple of tricks in play, like the classic "fake" branching (when branches lead to the same point, but in a slightly different way) or "summarized" branching (like when an accessibility of an option is based on a summary of some points that you've gathered up to this point). These tricks have already a long history behind them. But as you may remember, this is kind of what I aim for - I want to cut away balancing battles and detailed visuals and put all of my effort into making the illusion as vivid as I can.

The game's world helps here a lot. Sure, some areas have quests related to other areas, some characters will move around or impact other places... But in general, most people have no idea what happens in other parts of the world. You move around, change your surrounding, but it's completely understandable that when you get to a new village, they have no clue what sort of trail is behind you. It's a very convenient part of my worldbuilding preparations. : P

Let me know if I'm too vague or you would like me to get deeper into some details.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 03, 2019, 08:19:36 AM
It’s difficult to decide what to showcase today, I hope it’s fine if I drop a whole bunch of pics:

Here are some of the latest advancements:
1. The Roadwarden's world is growing! New areas are now also visible on the traveling map.
(https://media.indiedb.com/images/games/1/71/70656/screenshot0.png)

2. I'm currently writing a detailed scene for the ruined village that I've shared here before. The overall "exploration" system of this area is all set and done, and works completely fine. My later edits will surely change various areas and add some new content, but I'm happy about where this is going.
(https://media.indiedb.com/images/games/1/71/70656/screenshot1.png)
(https://media.indiedb.com/images/games/1/71/70656/screenshot2.png)
(https://media.indiedb.com/images/games/1/71/70656/screenshot3.png)

3. The shop screen is now much easier to comprehend and simply prettier. Thanks to the "Trade" button in the quick menu, you can also open the shop without having to choose a specific dialog option during a conversation.
(https://media.indiedb.com/images/games/1/71/70656/screenshot5.png)
(https://media.indiedb.com/images/games/1/71/70656/screenshot6.png)

4. The new section of the journal will now include NPC descriptions and, even more importantly, names. It's a solution born from necessity - I can't expect that everyone is going to remember all the character names and detailed information about them.
(https://media.indiedb.com/images/games/1/71/70656/screenshot7.png)

5. The dialogue I'm currently working on... Is referencing Scottish accents too cliche for fantasy writing in 2019? : P
(https://media.indiedb.com/images/games/1/71/70656/screenshot8.png)

And, of course, new rewrites, bug fixes, new content, quests...
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 17, 2019, 01:06:54 PM
After over 3 weeks of writing new dialogues, events, items, interactions and one large side quest for Roadwarden, all of this content is finally a part of the actual game.

Here are some of the latest advancements:
1. An example of how combat looks in the game. As well as the “escorting” quests. No grinding for XP, no following a character for 5-10 minutes. A couple of simple clicks, decision making and if you can, you prepare yourself before the encounter happens. Nice and sweat, with an open field for role-playing.
(https://media.indiedb.com/images/games/1/71/70656/sss01.png)

2. Time is going to matter, just as intended. If you postpone the quest for too long, you can still complete it - but it won’t be a happy end for the quest giver. Also, you can express how your character is perceiving this situation.
(https://media.indiedb.com/images/games/1/71/70656/sss02.png)

3. My English improves with practice, and I have in plans taking a huge step back and editing the entire tutorial section. Yikes.
(https://media.indiedb.com/images/games/1/71/70656/sss03.png)

4. IDK, I just really like this NPC. : P So far, I like all of my NPCs. You will be able to recognize which ones I don’t like by measuring how little to do and dialogues they have attached to them.
(https://media.indiedb.com/images/games/1/71/70656/sss04.png)

5. New inventory section! It still requires some improvements, but it’s not too bad!
(https://media.indiedb.com/images/games/1/71/70656/sss05.png)

I’m really getting better at adding the content to the game files - in the beginning, I was spending days fixing broken code and trying to figure out how it should be actually organized. Now? A couple of mistakes, some oversights, a couple of hours and bam, everything works just fine.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on August 18, 2019, 11:30:20 PM
It all looks great :)

(Pernickety question, but... aren't birds definitionally bipedal?)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 19, 2019, 06:39:41 AM
waaaait a sec...
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 24, 2019, 11:32:06 AM
Would you like to make an offering?

(https://media.indiedb.com/images/games/1/71/70656/01-23VIII.png)
(https://media.indiedb.com/images/games/1/71/70656/02-23VIII.png)
(https://media.indiedb.com/images/games/1/71/70656/03-23VIII.png)
(https://media.indiedb.com/images/games/1/71/70656/04-23VIII.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on August 24, 2019, 04:19:19 PM
As I replied to the Twitter update...


:)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 31, 2019, 01:21:30 PM
Hi there!

I’m currently editing some of the older scenes in the game, including the tutorial-prologue scenes, preparing to share the current version of the game with some testers. There’s so much new content that needs some additional feedback, and I keep finding (and fixing) annoying bugs... I’m both excited and terrified. : P

(https://media.indiedb.com/images/games/1/71/70656/sss31VIII01.png)
(https://media.indiedb.com/images/games/1/71/70656/sss31VIII02.png)
(https://media.indiedb.com/images/games/1/71/70656/sss31VIII03.png)
(https://media.indiedb.com/images/games/1/71/70656/sss31VIII04.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on August 31, 2019, 01:48:21 PM
Nice :)

Something about the inside of the cave isn't right for me but I can't put my finger on what - the perspective feels off or it feels a bit flat somehow.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 31, 2019, 02:03:29 PM
Cheers! I'm sure I'll need to work on it some more, but I can't focus my entire attention on it right now. But the more I draw, the more XP I get! : P
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 07, 2019, 01:56:06 PM
It’s time to share something larger than a picture. The music presented in Roadwarden’s demo was waiting for replacement. Now we have quite a massive list of original tracks that still need a couple of adjustments, yet are already very close to the game’s heart.

It’s difficult to select and highlight a single track, but here’s the one that I love the most:



It immediately takes me to a wild, dangerous forest. I want to keep the sounds a bit anxious, emotionally vague, without directly telling the players what they are supposed to feel.

I really like it when fantasy video games don’t sink into the usual epic orchestras. 

So, do you love it, do you hate it? Let me know, I’m so excited to upload it today!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Tusky on September 07, 2019, 05:16:31 PM
Very nice!

For me it evokes feelings of adventure in a place with some vague unknown menace.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 07, 2019, 08:15:11 PM
<3
I'm so glad to hear that! Up to this point, the feedback was divided between "it's boring and I don't like it" (what is a completely fair opinion and I don't dismiss it) and similar to yours, and I think it means that the music succeeds at invoking mental associations that I'm interested in. : )
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on September 12, 2019, 11:59:23 PM
I think it works - I mean, the thing is, it's background music, and that rarely functions well just as as a "to listen to on its own", it's all about the mental backdrop it gives you for doing other things, and I think it works well for that.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 28, 2019, 01:15:18 PM
I’m back! My health is fine now, and I finally had a good week in the realm of Roadwarden. I’ve drawn a new area, the abandoned watchtower, and I’m really proud of it. Originally, it was meant to be a destroyed tower, but once I’ve drawn it, I haven’t have the heart to turn it into ruins. xD

(https://media.indiedb.com/images/games/1/71/70656/adventuregamefriday01.png)

I’ve also set up a new area, the road blocked by a fallen tree. The player can investigate this place for clues, trying to figure out what happened in this place. The later part of the quest is not written down yet, mostly because the NPCs related to it are not yet in the game, but it’s a fun little side-activity, that requires a bit of deduction.

(https://media.indiedb.com/images/games/1/71/70656/adventuregamefriday02.png)

The game’s world keeps growing... And it makes me super happy. ^^

(https://media.indiedb.com/images/games/1/71/70656/adventuregamefriday03.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on October 04, 2019, 08:39:01 PM
Sorry for taking a few days to reply! Really glad you're feeling better - sorry, I don't think I realised/remembered you'd been unwell!

And yeah, that watchtower looks excellent, you're really managing to make the low palette for this work well.  :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on October 12, 2019, 01:06:26 PM
Thank you, Jubal, I was not around when you wrote this message. : P And yeah, I was too sick to tell around that I was sick. : P

But also! October is moving forward really well for me. The major part of the watchtower scenes is already in to the game.

(https://media.indiedb.com/images/games/1/71/70656/SSS01.png)

There’s so much content already, and it seems to be almost bug-free so far (...though it involved fixing hundreds of mistakes), and the music works so well! There’s a good chance I’ll update the demo sometime next week, just to give you a chance to see how much has everything changed since the release of the old version. : )

During the last couple of days I’ve drawn a couple of new areas that are going to be used as minor stops and the “loading screens” - small bits of narration that precede arriving to a new area.

(https://media.indiedb.com/images/games/1/71/70656/SSS02.png)

(https://media.indiedb.com/images/games/1/71/70656/SSS03.png)

(https://media.indiedb.com/images/games/1/71/70656/SSS04.png)

And also, I’ve added two new tracks to the game’s Soundcloud. They’re worth checking out. ^^

Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on October 19, 2019, 01:01:19 PM
I’m too sick to write dialogues, but I still have enough patience to draw, and drawing is fun. Here are some new areas that I’ve been working on - some of them are meant to be memorable and interacted with...

(https://media.indiedb.com/images/games/1/71/70656/sss01.1.png)

while others are going to be used more like loading / transition screens. Creating one of those takes me much less time than it used to, but still, it’s so great that podcasts exist.

(https://media.indiedb.com/images/games/1/71/70656/sss02.1.png)

(https://media.indiedb.com/images/games/1/71/70656/sss03.1.png)

Also, I’ve decided to return to some of my older pictures and update them to the new style that I’ve adapted through the months of learning. My military camp, one of the oldest pictures I’ve ever made (in February), has changed so many times, and it’s all thanks to the feedback and criticism that kind people share with me on-line.

(https://media.indiedb.com/images/games/1/71/70656/military_camp_village_5_stages.png)

The new version of the Roadwarden’s demo is going to be available in November. The introduced changes are going to be huge, so I personally recommend to not play the older demo - though it’s still available on Itch.io.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Tusky on October 19, 2019, 05:37:54 PM
Really nice.  That camp has improved so much!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on October 19, 2019, 06:30:25 PM
Cheers! Learning by failing. : P Or rather - learning thanks to the kind strangers who are willing to give me a hand. : )
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on October 23, 2019, 10:56:42 PM
On the most recent version of the camp, I think you might want a fuzzier rocks/grass border at the top of the cliffs that are at the image bottom? Just my eyes read the right hand block of cliffs as if they might be a wall, if that makes sense - I don't easily get the increase in height from them visually.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on October 26, 2019, 01:11:23 PM
Thank you, Jubal! I haven't consider it, but you may be right - I'll look into it.

Today’s illustration has a little story behind it.

(https://media.indiedb.com/images/games/1/71/70656/adventuregamefriday3b.png)

The oldest design document for Roadwarden was written in the first months of 2018. I knew from the beginning that I wanted to make a game with a place like this one - an isolated dwelling, in which the magic crafter stays away from other people, obsessed with her trade, surrounded by her creations.

Originally, I planned to place the game’s prototype among these walls.

I prepared my software, but I barely even started. I “realized” I *won’t* be able to make pixel art, maybe even ever. I had to postpone the project anyway, so I accepted that I failed and moved on.

When I started working on the game in January 2019, I knew that I still wanted this place to be a part of my fantasy realm. I was slowly learning the basics, and focused on some other areas - those that the player sees in the first stages of the actual game. Most of these areas are going to be available in the new demo.

But I finally decided to give it another shot. And now, here it is. The residence of magic crafter. The exterior went from “impossible,” to “finished in two days.” The interior took another day. I’m not gonna lie - I’m moved.

For now, enough of drawing. Recently, I’m focused on programming and writing. And it’s going pretty well. ^^

(https://s3.gifyu.com/images/roadwardennewbutton.gif)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on October 30, 2019, 10:41:48 PM
I do like the golem thingies in the courtyard, they're the right level of menacingly cute :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on November 02, 2019, 01:08:03 PM
Thank you! It was really important to me to not portray them like some terrible monsters. I get why fantasy games like to present golems like these terrifying killing machines, but when you live in the middle of nowhere, in a somewhat tranquil spot... Who needs any more nightmare fuel? : P

I have just this little thing to share, a hidden in-game detail.

(https://media.indiedb.com/images/games/1/71/70656/screenshot01.2.png)

Not every character starts the game with this item, and I’m sure some players won’t notice its hidden interaction. If you wear it, various NPCs react to your presence in new ways.

(https://media.indiedb.com/images/games/1/71/70656/screenshot02.2.png)
(https://media.indiedb.com/images/games/1/71/70656/screenshot02b.png)

So, are you going to wear it all the time, proud of your beliefs? Are you going to keep it hidden, hoping to avoid quarrels? Is it just a tool for you, something that you hide or show depending on who’s around you?

(https://media.indiedb.com/images/games/1/71/70656/screenshot04.2.png)

How do you play your role?

(https://media.indiedb.com/images/games/1/71/70656/screenshot03.2.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on November 02, 2019, 09:35:57 PM
Oh, that's very neat! And a good way to make clothing/jewellery matter in games too. Far too much of the time, what you wear is only treated as important for combat bonuses/armour class/etc, but using clothing/jewellery to unlock dialogue options is a neat one that I don't see used enough :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on November 02, 2019, 10:42:16 PM
: D I'm glad you think so! One of my favorite weird design choices in the Baldur's Gate series was giving characters "obligatory" items, like a necklace that has a "sentimental value" or Boo the Space Hamster. It was pretty much a form of handicapping the character's potential (such items had provided no or almost no stats) and couldn't be replaced, but when I was a kid, my imagination really loved it - it gave this weird feeling that these characters have their own agency, and won't agree to every whim of my.

I know that some video RPGs use "costumes" to solve quests or provide new dialogue options (even Planescape: Torment did it), but I hope to give the player this feeling that it's their choice how to treat such items. Are they a mechanical tool, or a part of the character's identity? I'm far from getting to this point, but maybe one day.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on November 07, 2019, 10:49:10 PM
Ooh, I've not played Baldur's gate, but yes, that sounds interesting - I guess it leans more to the idea of the player as a storyteller with a character who isn't entirely their own rather than a player who's able to develop the character's personality as they wish, but it's a very nice characterful thought.

And yeah, I've seen bits where you have very obvious uses for wearables (signet rings in the witcher, the disguise robes you get for sneak missions in Mount & Blade), but using them more widely as a signalling mechanism to NPCs about who your character is really isn't used enough. Look forward to seeing more :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on November 09, 2019, 01:09:08 PM
In Kingdom Come: Deliverance (by the way, referring to your Twitter - have you looked into this game's weirdly racist themes?), you can wear pretty clothes and wash your body to add to your "attractiveness," but it's more a number than a set of unique interactions.

--------------------

I’ve been working a lot on the new title screen, and I think that after receiving a lot of very helpful feedback, it’s in a pretty good spot right now. : )

(https://media.indiedb.com/images/games/1/71/70656/01newmenu2b.png)

(https://media.indiedb.com/images/games/1/71/70656/02prologue.png)

I’m also doing a whole bunch of minor things for the game, since I can hardly find enough time and patience to focus on writing dialogues. I’m adding quests, items, some new dialogue options... I had a really good flow with some ideas, like these two weapons:

(https://media.indiedb.com/images/games/1/71/70656/03itemspear.png)

(https://media.indiedb.com/images/games/1/71/70656/04itembow.png)

I’ve also realized that my original plan of “fitting every bit of dialogue in a single window” won’t work. Some NPCs will just have too many dialogue options available if you meet them for the first time in a very late part of the game. Because of that, I’ve decided to add the optional scrolling - it will show up only if there’s something to scroll through, so it won’t impact the major experience.

(https://media.indiedb.com/images/games/1/71/70656/05newscrolling.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on November 15, 2019, 10:48:25 PM
Definitely love the new title screen, it captures the feel very well indeed I think :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on November 16, 2019, 01:51:40 PM
Through this week, I wrote sooo many dialogue bits, made new items, designed new quests and broadened some older content... I’m in the flow, and it feels good.

Here’s an example of how arriving to a new place looks like. My lizard brain tells me to stop overcomplicating things, but I’m more like... Nah, “how bout I do anyway”. ; )

(https://i.imgur.com/CeFXiAf.png)
(https://i.imgur.com/MbZmIY6.png)
(https://i.imgur.com/BqbvjMW.png)
(https://i.imgur.com/bX9qv5x.png)
(https://i.imgur.com/3UVO5Xy.png)

And here are some examples of how do the later parts of the same conversation look like.

(https://i.imgur.com/9v0yjqi.png)
(https://i.imgur.com/SUOZaiZ.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on November 16, 2019, 04:18:22 PM
Very nicely done - the reveal of the inside of the compound is a pretty clever use of the static pixel graphics system, I like it :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on November 16, 2019, 04:27:38 PM
Thank you! : D Playing around limitations can be pretty fun.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on November 30, 2019, 01:48:33 PM
The development has recently encountered a couple of obstacles and pitfalls, but guess what. I *think* the new version of the demo is working. : ) It still needs some additional testing, would you like to help me with that?

You can download it here! (https://moral-anxiety.itch.io/roadwarden)

Does it start for you, can you play it? At one point, the Mac version was crushing out after saving. I hope it’s fixed. : P

----------------------------------

And if you wonder what has changed since the last version but you plan to wait for the full game, here are some highlights, just for context:

* the available content has tripled - you can visit four new areas (each one is significantly different) and engage in three complex dialogues that they involve
* a completely new music was introduced
* the in-game journal now includes a chapter that summarizes interesting clues related to various NPCs
* the inventory screen is completely redesigned and much more convenient
* area illustration and inventory icons were updated
* text parser that don’t need to support capital letters, like the one in the dolmen, don’t use them anymore
* various bits of dialogues and interactions were enhanced
* various spelling / phrasing fixes
* new menu screen
* bugs were eliminated - unless?
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Tusky on November 30, 2019, 02:42:49 PM
Been playing it a while. Really cool! Very soothing and there is a lot to get your teeth into.

I did spot a couple of small issues on the options screen:


Will keep playing though - and will update this if I spot anything else
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on November 30, 2019, 05:24:48 PM
Thank you so much, Tusky, I appreciate that you've decided to give it a shot. Your suggestions are completely fair and I'll consider them, I really hope I'll have enough time to add the sound effects and justify the "mute all" button. : )
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on December 01, 2019, 09:21:35 PM
Oh nice! I doubt I'll be able to give it a go for a couple of weeks, but am looking forward to doing so :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on December 07, 2019, 01:12:53 PM
Guess what! Roadwarden can now be wishlisted on Steam! (https://store.steampowered.com/app/1155970/Roadwarden/)

(https://media.indiedb.com/images/games/1/71/70656/howlersdell03x4.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on December 08, 2019, 11:04:55 PM
Very nice! :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on December 14, 2019, 01:08:14 PM
I’ve reached a rough spot, since as I share more WIPs from my game, my posts get more and more spoilerish... I need to figure out a new approach. But here is something more casual that I’ve been working on this week! : )
(https://i.imgur.com/lbRr9cn.gif)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on December 16, 2019, 02:40:30 PM
Ooh nice - signs of life and change :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on December 28, 2019, 01:20:57 PM
In the original Roadwarden’s Design Document, there were no game-overs. You could get significantly hurt during your journeys, but never to the point where you’d face a brick wall that would make the further progress impossible. You need to rest and heal your wounds to participate in some events, but you can always move forward.

I’ve finally decided to change it. In most situations, reaching 0 HP won’t result in an instant death. But in some scripted encounters - usually when facing an overwhelming opponent while being completely unprepared - your character will be broken.

Still, I hope to make it as player-friendly as possible. Did you forget to save your game? Was autosave ran in an inconvenient spot? You can jump back in time a bit, no strings attached.

The game now also involves some new systems, like a redesigned “armor level”. I’ll talk more about it in the next devlog.

(https://media.indiedb.com/images/games/1/71/70656/screenshot0001.2.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on December 31, 2019, 06:08:31 PM
Yes, that makes a lot of sense mechanically and allows for some extra storytelling ending options - I like it :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on January 02, 2020, 11:09:01 AM
<3 Thank you!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: bigosaur on January 03, 2020, 01:26:03 PM
Wishlisted!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on January 03, 2020, 08:29:10 PM
Thank you for your trust! <3
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on January 18, 2020, 01:06:26 PM
Roadwarden looks much better now, all thanks to the new font. : ) The text has more space to breathe, the letters have more personality, and thanks to the serifs, it’s going to be easier to keep track of the lines you read. Everybody wins.

Other changes were introduced as well, such as the new addition to the inventory screen - when you now point at any icon, the item’s name is instantly displayed, so you don’t have to click anything if you try to quickly find something in your equipment.

I currently write dialogues, quests and stores for the game’s largest area, it’s quite exhausting, and I try to avoid spoilers. : P However, you can expect more posts very soon.
(https://media.indiedb.com/images/games/1/71/70656/screenshot0001aplus.png)
(https://media.indiedb.com/images/games/1/71/70656/screenshot0001bplus.png)
(https://media.indiedb.com/images/games/1/71/70656/screenshot0002.1.png)
(https://media.indiedb.com/images/games/1/71/70656/screenshot0003.1.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on January 25, 2020, 01:43:08 PM
For this ScreenshotSaturday, I have a rather large update. And a lot of pictures to show. Too many for a forum post. Oh dear, that must mean... It’s devlog time!

And here it is! (https://moral-anxiety.itch.io/roadwarden/devlog/121089/buried-in-words-roadwarden-devlog)

I wrote about the map updates, the new armor system, UI adjustments, the new Journal, the most recent WIPs, and recapped the stuff related to the game over screens and the new font.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on February 08, 2020, 01:18:21 PM
I took a little break from writing and drew some new areas. One of them is this abandoned fishing hamlet that I really like.

Places like this one are somewhat common in this fantasy realm. No village can have access to all the goods it requires to prosper, but daily travels for additional resources can turn out to be fatally dangerous. If a village has enough working power and supplies, it will sometimes start a new, small settlement focused on a specific field of work.

You can find among them mines, quarries, and brickworks, but also houses for hunters, lumberjacks, and charcoal burners, as well as temporary shelters for workers who build bridges or roadside inns. The fishing hamlet we see here allowed the locals to fish, and to preserve their meat by curing and smoking.

(https://media.indiedb.com/images/games/1/71/70656/fishinghamlet01.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on February 16, 2020, 12:51:00 PM
This is very neat - reminds me a bit of cultures where they have separate settlements that they move between for pasturing flocks for different parts of the year.  :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on March 21, 2020, 01:15:09 PM
The game has grown tremendously, though I try to keep everything spoiler-free. : ) For now, how about a tune?

We want our music to be subtle, not bluntly cheerful, nor overwhelming tense. The today's example is on the "brighter" side, but we still tried to hide some uncertainty in it. Is "post rock folk" a thing?

Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Tusky on March 21, 2020, 02:06:58 PM
Lovely tune!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on March 21, 2020, 06:13:52 PM
Yeah, that's beautiful - and definitely does the atmosphere I think you're going for. Super nicely done :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on March 21, 2020, 09:03:25 PM
Thank you both, I'm glad you think so!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on March 28, 2020, 01:14:38 PM
Villages in Roadwarden are secluded and often self-sufficient, doing their best to utilize their landscape and the nearby resources to their advantage. This also results in the common distrust of strangers, especially of those who attempt to shake the status quo.

Even the smaller settlements need to have their guard up, but the high walls are often not enough to keep the beasts, undead, and highwaymen at a distance.

(https://i.imgur.com/jPgcLyb.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on April 18, 2020, 01:40:35 PM
The latest Roadwarden devlog (https://moral-anxiety.itch.io/roadwarden/devlog/133874/taking-a-fresh-look-roadwarden-devlog) is now available. About the new notifications, clock, font, world map updates, and more.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 02, 2020, 01:37:45 PM
I’ve made some fantastic progress this week, but I’m especially happy with introducing the new continue button. One of the best things about making a game that doesn't use a lot of hardware is that you can make it run almost instantly. You won't have to remember where has your last save occurred or which save slot you have used - just click and play.

Also, I don’t think there will be a reason to add some semi-skippable animated company logos whenever the game launches, so all it takes from the moment you press the game’s icon to the moment you’re in is like 10-15 seconds. : P

Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 09, 2020, 01:15:49 PM
The Clean Spear inn. From February 2019 to May 2020.

If you think it’s an improvement, you should see the game’s writing. I’ve been grinding some juicy level ups.

(New, probably the last, version of demo coming this month.)

(https://i.imgur.com/VRmjono.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on May 09, 2020, 11:10:40 PM
Lovely! Yes, that's a huge advance graphically :) And the perspective is a lot better now, it looks a lot less aerial than the first one!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 23, 2020, 01:11:26 PM
The new version of Roadwarden’s demo is now available on Steam (https://store.steampowered.com/app/1155970/Roadwarden/).

An additional area to explore, more things to do, better writing, upgraded UI, improved visuals. I’d love to know what you think. : )

(https://moralanxietystudio.com/assets/images/roadwarden/screenshot0001-ea58d3fb73.png)
(https://moralanxietystudio.com/assets/images/roadwarden/screenshot0002-bf43c31a7b.png)
(https://moralanxietystudio.com/assets/images/roadwarden/screenshot0003-eed4ec524b.png)
(https://moralanxietystudio.com/assets/images/roadwarden/prologue-76fd6f5c43.png)
(https://moralanxietystudio.com/assets/images/roadwarden/screenshot0004-59a259ddff.png)
(https://moralanxietystudio.com/assets/images/roadwarden/screenshot0005-53f95818ec.png)
(https://moralanxietystudio.com/assets/images/roadwarden/screenshot0006-6776be5671.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on June 13, 2020, 01:28:51 PM
The Roadwarden’s world map keeps its original size in the game, so most of its details won’t be noticed without putting your nose against the screen. It’s a shame, honestly, but my goal is to convey the impression of shifting landscape, not to portray the “realistic” geography.

(https://i.imgur.com/4XjCs4K.png)
(https://i.imgur.com/9uY4cCX.png)
(https://i.imgur.com/vpHGhzV.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: dubsartur on June 13, 2020, 06:58:44 PM
One of the things James C. Scott talks about is how traditional understandings of space often focus on travel time (the basic unit is "about as far as someone with a standard load can walk in 1 or 2 hours" not an absolute measurement which is the same in the mountains and valleys) and how this drives imperialists crazy (you have to know every little area by walking over it or by learning the local measures) and leads to giant imperial programs to measure the earth.  And we have things like the Peutinger Table which are more like a subway map than a projection map.  I've always wondered if games could some way draw on those ideas.

Moving between scenes in Baldur's Gate (and sequels) and Chose Your Own Adventure books has a logic more like an itinerary than a Cartesian plane, I guess.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on July 04, 2020, 05:39:37 AM
the basic unit is "about as far as someone with a standard load can walk in 1 or 2 hours" not an absolute measurement which is the same in the mountains and valleys

I'm sorry, dubsartur, I somehow didn't receive any notification about your response. Very weird.

I actually try to avoid objective units in Roadwarden. Most people use vague directions, or even specific ones (which point you have to reach before you turn) and describe how long does it take to get somewhere, but it's not meant to be used with surgical precision. Especially since the player character uses a horse, unlike 99% of travelers.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on July 04, 2020, 01:14:33 PM
Unlike most people, the monks learn to be satisfied with what’s essential for their survival, the simplest foods and shelters. They seek happiness in understanding and accepting things as they are, hidden both in nature and between the lines of the sacred scriptures, studying the mysteries of the world - herbs, crops, magic, beasts, metallurgy... 

Many of the monasteries are placed on the outskirts of civilization, where the monks explore and tame the unknown grounds. They expect that the other settlements, especially those which focus on food production, will provide for them. In return, the order shares with such villages the fruits of its research, from general guidance to specific inventions. 

The monks see themselves as responsible for broadening the potential of humankind, even though this perspective is rarely shared by those who don’t follow the teachings of the Church of Truth. Disbelievers claim that too many of the orders aim to gather resources beyond their needs, discarding their grand ideas, and reveal just the scraps of their research, and only when they can’t parasitize their neighbors any further. The lack of transparency sparks distrust, fear, and in some cases - hostility.

(https://i.imgur.com/EgctoVX.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on August 01, 2020, 07:44:50 PM
Is the winged hourglass a Church of Truth symbol (I assume that's what the symbol on the mountainside there is?)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 08, 2020, 01:04:25 PM
It's a symbol related to all of the "more accepted" religions - the Common Church, the Church of Truth, and most of the free churches.  I can post some more details if you're interested, by I was  actually inspired by the real-life image used both among Christians and Jews hundreds of years ago. A sign of withering away.

Humans try to mark their presence in the world, but their memories and tales dwindle, their bodies wither away, their homes and statues turn into dust.

The wilderness prevails, indifferent like time.

(https://i.imgur.com/3AHmlGv.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 22, 2020, 01:13:30 PM
The Foggy Lake tavern is one of the younger shelters that the roadwarden can visit during their patrols. It used to be a single hut used by the hunters and woodcutters from the nearby village, but quickly proved to be useful for trading. It provided the locals with a spot to barter or, once the palisade was raised, to spend a night and feast.

Foggy, a huntress and a fisher, has decided to invest into a more durable building, and then moved in as the keeper. She hopes to turn this place into a large inn, or maybe even a new settlement, though so far it’s a distant dream. While the nearby wilderness is rather gentle and the beasts keep their distance, the open access to the lake remains a threat to the dwellers. They leave this place at the end of every fall, moving back in the early thaw. The won’t risk being cut away from their old home for months.

The actual lake doesn’t have a name, but Foggy is a bit vain. Since she knows a lot about the settlements in the North, it may be better to stay on her good side.

(https://i.imgur.com/ZdCy5fg.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: dubsartur on August 22, 2020, 07:57:23 PM
Reminds me of the inn I sleep in at Bärnau-Tachov (https://www.geschichtspark.de/)!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on August 22, 2020, 11:32:40 PM
I like the seasonality of the patterns of life in Roadwarden. Is this ever game-relevant, or does the whole game happen during one season?
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 23, 2020, 09:50:09 AM
Unfortunately, the game will be locked in the single "late summer" season, ending before fall. The NPCs and narration are very aware of this period and often mention its context or other seasons, but I had to limit the scope a bit.
Next game, however... ; )

Reminds me of the inn I sleep in at Bärnau-Tachov (https://www.geschichtspark.de/)!
Damn, one day I'll spend some time in a place like this... One day!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on August 23, 2020, 08:57:05 PM
Yeah, that's very reasonable :) I like the nods to other seasons a lot anyhow :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 05, 2020, 01:21:48 PM
You can now find the newest Roadwarden devlog on Itch.io (https://moral-anxiety.itch.io/roadwarden/devlog/176144/invisible-milestones-roadwarden-devlog) , with updates on the new approach to the character’s goals, the crossbow rework, the heart of the forest, the game’s release date, and more!

(https://img.itch.zone/aW1nLzQxODUxNzkucG5n/original/tT7fBS.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 26, 2020, 01:09:52 PM
I’m having a crazy month, but I’ve managed to test some new things.

1) The new d6 icon, that both makes it clear that a choice has a random chance attached to it, and allows me to alter some of the older choices to make them more interesting. It’s especially useful in combat - and gambling.
(https://i.imgur.com/Ln2YJMt.png)

2) The new “wait” option, a quality-of-life addition to the UI.
(https://i.imgur.com/5evxoCP.png)

3) A WIP illustration. I’m struggling to find a balance between the chaos and emptiness of the wilderness. I'll need to rework it, but I think it's an interesting attempt.
(https://i.imgur.com/cuMgKGy.png)

October will be one of the loosest months I’ll have in 2020, so I’ll be able to finally focus on the game’s development. I can’t even express how happy I am. ^^
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Tusky on October 16, 2020, 08:58:19 AM
Nice!

3) A WIP illustration. I’m struggling to find a balance between the chaos and emptiness of the wilderness. I'll need to rework it, but I think it's an interesting attempt.

I think you captured it quite well there. Are you reworking the entire scene - or keeping the basic setting and refining details?

October will be one of the loosest months I’ll have in 2020, so I’ll be able to finally focus on the game’s development. I can’t even express how happy I am. ^^

I understand how you feel I've had a similar situation here - hope you get a good chunk done! :)

Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on October 17, 2020, 11:57:44 AM
Thanks, Tusky! I'm actually doing pretty well so far, I've been able to put some days into writing and designing stuff and I'm quite happy with the results. Actually, Poland now has a HUGE spike in Covid cases, and being able to focus on a project and have a bit of escape from reality into my fantasy setting is a huge deal for my mental health.

And how is your project doing? I don't use social media lately, but whenever I see a tweet of yours I like what I'm seeing. The merchant wagon looks great.

After some time has passed, I think I'll actually keep this illustration in the game. It's used in an area where the player spends about 3-5 minutes, and right now I think it's Good Enough for this purpose.

-------

Three inns, three different opportunities to hide from the creatures of the night.

The obvious differences are the room prices, HP restoration values, and the “breakfast included” service. But there’s more - sleeping in some spots involves unique encounters and conversations, and the prices and benefits change as the player befriends the owners of these places.

There are also other areas in the game where the player can find a shelter, but they usually involve a more effort before they get unlocked.

(https://i.imgur.com/K4gZkSF.png)
(https://i.imgur.com/6jg75qx.png)
(https://i.imgur.com/Z224wgG.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on October 24, 2020, 01:25:05 PM
One of the things that I really like about the game’s fantasy setting is its almost-post-apocalyptic feel. The overgrowing roads, the abandoned ruins, the secluded settlements, terrifying nights, and the scarcity of resources... Yet it’s not a result of a divine will, a random cataclysm, or of some plan orchestrated by an evil overlord. It’s just a harsh place to live in, and it shapes those who try to do so.

The roadwarden is not an almighty hero. While their journeys connect the few tamed scraps of the land, they keep fighting to survive and to achieve their goals, not to conquer the world or to change the “natural” order. There could be thousands of people like them alive, the realm would still struggle. It’s up to you to decide if you’re going to accept it.

(https://i.imgur.com/MsVwa4p.png)
(https://i.imgur.com/yx7uroB.png)
(https://i.imgur.com/LZdLvBK.png)
(https://i.imgur.com/rQUAlJD.png)
(https://i.imgur.com/vgAWWK5.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on October 31, 2020, 01:06:37 PM
When your role-playing choice may be used to manipulate an NPC so you can get on their good side... What do you do? Stay honest, or tell them what they want to hear?

(https://i.imgur.com/CHkWwfC.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on November 01, 2020, 08:25:58 PM
Depends how much I like them usually (this having the paradox that in some RPGs the characters I most like get bad endings or hate me, precisely because I'm more likely to be instinctively honest with them...)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on November 02, 2020, 06:09:46 AM
Well, to be a part of a real friendship, you have to be ready to get rejected. : (
or mauled by goblins while doing a quest for them
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on November 02, 2020, 09:29:55 AM
Mauled by goblins I can handle, mauled emotionally is a harder ask!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on November 07, 2020, 01:03:48 PM
Icon update! After almost two years of thinking there’s “something” wrong with them, I believe that’s a good step. ^^

(https://i.imgur.com/ZXmWoKR.png)
(https://i.imgur.com/jdO6PS4.png)
(https://i.imgur.com/OWlyZyW.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on November 07, 2020, 10:10:37 PM
Lovely work as ever!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on November 08, 2020, 07:03:54 AM
Thank you! : D
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on November 14, 2020, 01:43:15 PM
It took me a full month, but I’m finished with the Foggy Lake tavern, one of the last large areas in Roadwarden - well, at least when it comes to the things the PC can do here, not its “actual” size. ; ) The keeper of this place knows more about the peninsula than anyone in the North, but she rarely shares her knowledge for free.

I was missing this feeling - during the previous few months I was focused on small content chunks and little areas, and now I was able to truly explore this place and the personalities of its dwellers. I’m quite happy with all the unique interactions you’ll find here, inventing them was such a pleasure. I can see how my XP grind affects the structure of specific scenes, as well as the overall quality of writing. It’s been going great, and I’m learning so much!

This place is especially unique since some players will reach it after maybe and hour and a half of playtime (or a minute of speedrunning), encountering it as a first large shelter in the game and the introduction to the “civilized” part of the world, while for others it’s going to be a spot reached after 10+ hours, and in such a case its impact will be very different. I had to take both of these scenarios into consideration, and well, I can’t wait to show you the results. ^^

(https://i.imgur.com/dYRYm7L.png)
(https://i.imgur.com/QiQzKjE.png)
(https://i.imgur.com/PgXxHZ7.png)
(https://i.imgur.com/YuClDwP.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on November 28, 2020, 01:23:52 PM
The new title screen, with a slightly altered prologue. I think it looks pretty good, and I still love the music.

Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Tusky on November 29, 2020, 09:08:40 AM
That is very nice!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on November 29, 2020, 11:56:32 AM
Thank you! : )
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on December 05, 2020, 01:33:17 PM
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. ; )

(https://i.imgur.com/ePBvOmq.png)
(https://i.imgur.com/JiIuhoL.png)
(https://i.imgur.com/nCIB245.png)
(https://i.imgur.com/cQ1DmBd.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on December 19, 2020, 01:16:10 PM
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. : )

(https://i.imgur.com/DOETKNH.png)
(https://i.imgur.com/ieiCrcq.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on December 19, 2020, 01:37:36 PM
Yeah, I'm really liking the style that Roadwarden is developing :) Good stuff!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on December 19, 2020, 07:46:46 PM
Thank you! I already wonder where I can take it later on, once the game gets released. : )
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on December 26, 2020, 12:59:48 PM
Here goes the new Roadwarden devlog! (https://www.indiedb.com/news/improving-the-basics-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.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on January 09, 2021, 12:40:58 PM
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.

(https://i.imgur.com/dzHmlUo.png)
(https://i.imgur.com/b0bLh1r.png)
(https://i.imgur.com/tVNHCtP.png)
(https://i.imgur.com/XDYX2cQ.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on January 09, 2021, 02:06:16 PM
That's lovely, really nice seeing the step-by-step of it :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Tusky on January 09, 2021, 02:34:21 PM
Yeah love the progression images. Interesting to see the process.

Creeks looks nice!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on January 10, 2021, 05:00:45 AM
Thank you! I personally really like to see some behind-the-scenes WIPs of other artists, but I guess it doesn't really work in social media.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on January 10, 2021, 12:18:15 PM
I could do some WIP stuff on the various graphical things I do, but I'm a terrible artist so I'm not sure that'd be useful :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on January 14, 2021, 06:48:07 AM
I think almost every artist starts as a terrible artist. : )
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on January 14, 2021, 10:33:41 AM
True! My problem is that I try to practice too many skill sets and end up mediocre at all of them :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on January 30, 2021, 12:21:06 PM
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.

(https://i.imgur.com/1eQ2gu8.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on January 30, 2021, 12:43:57 PM
Hm, that's a really interesting one. Given how much it absolutely happened historically it actually is odd that RPGs never do "we want to pull down the old ruins in order to get the stone and build new stuff" as a quest hook, the more I think about it the odder it feels that I've never seen it done before. Nice stuff!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on January 30, 2021, 09:37:27 PM
I think so as well! The recycling of stone blocks was so common that it easily reached across the ages. I quite like it how in Witcher 3 (especially the Blood and Wine DLC) the player had an opportunity to restore various hamlets, but I feel like it's just one side of the coin.
Especially since once we establish that building materials are worth collecting and reusing, it makes the buildings which are left to itself even more interesting. It makes sense, for example, that a "haunted", burnt house becomes taboo.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on February 13, 2021, 12:56:07 PM
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. ^^

(https://i.imgur.com/3E4Oobd.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on February 20, 2021, 12:46:03 PM
The residence of the magic crafter. October 2019 vs February 2021.
I’m so, so happy with this one.

(https://i.imgur.com/MJVf6Cj.png)

(https://i.imgur.com/Hyb9TvH.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on February 26, 2021, 01:02:26 PM
This is probably just a me quirk, but to what extent are the walls in your setting meant to be actively versus passively defensive? Which is to say, is it designed for "if we make a barrier the wild animals won't think to get in" vs "this may need to be defended against a rampage or actual assault like the one in Windy Meadow". They look built for the former, I think - my concern defending those things would be that there aren't a lot of places inside the walls where you can get a vantage point over the outside, whereas an actively defensive wall might want more tower points or earth ramps for that purpose (Howler's Dell I guess does have a couple such towers).

I do love the golems in the magic crafter's residence, and especially empathise with the slumped one that's sitting down and looks how I often feel lately :)

Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on March 06, 2021, 01:27:04 PM
I'm really sorry, Jubal. I don't know why the forum skipped its notification for your question. And I'm sorry you recently feel blue / demotivated. The last 12 months is a nightmare irl.

to what extent are the walls in your setting meant to be actively versus passively defensive?

In my mind they are in 95% meant to serve as a barrier that keeps the local and especially the roaming creatures far away, with the assumption that if it failed, you would rather barricade inside one of the buildings, than fight them off. You can chase away a monkey or a smaller, flying beast, but most of the larger creatures willing to get inside are too dangerous for most people to bother. And if it's wrath of the herds that comes... You can't really stop that, no matter what you do.

The wall from Clean Spear is better at providing defensive capabilities since it allows to stop the bandits or other human groups from getting inside (merchants need extra protection), but as you may imagine, it's not really a setting with "sieges". The only siege weapon I can picture working in this world would be a ballista, but it's used by defenders to shoot at monsters. The term "siege weapon" actually doesn't exist in this world. : P

----------------------------------

The many faces of the Clean Spear inn, previously known as a tavern.

(https://i.imgur.com/uoWnCjG.png)

(https://i.imgur.com/jRm5Iq6.png)

(https://i.imgur.com/ixwxDoA.png)

(https://i.imgur.com/6lZdaze.png)

(https://i.imgur.com/V1OvtBv.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on March 27, 2021, 12:08:05 PM
I’m glad I took some time to return to the very beginning of Roadwarden. So many changes throughout the entire prologue section, but I still like the first paragraph.

(https://i.imgur.com/SihO4eb.png)

(https://i.imgur.com/BZ3SSYH.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on April 03, 2021, 12:01:10 PM
Hi there! I have a whole bunch of screenshots to show, they would turn this thread into a scrollfest... Please take a look at them here (https://imgur.com/gallery/NOgw5O6)!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on April 24, 2021, 12:10:04 PM
The next Roadwarden devlog is now up! On new visuals, ambient tracks, updated UI, changed vocabulary... (https://moral-anxiety.itch.io/roadwarden/devlog/246049/everything-gets-better-roadwarden-devlog)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on April 26, 2021, 02:40:48 PM
You can use the bbcode spoiler tag (yellow and black circle on the posting bar) if you want to make things less of a scrollfest but still put pictures here :)

Your notes on whether to make words synonyms or not (e.g. spirit and soul) are a common issue in worldbuilding I think and one that I've hit a lot. It's a tricky thing to work out whether to try and come up with new, unfamiliar vocab for things or to try and re-use known words but give them an additional more setting specific meaning. Part of the reason it feels an odd thing to do, I think, is that it involves everybody having a weirdly high understanding and language specificity among your NPCs - because with the player being unfamiliar with the conceptual landscape it's even more confusing if your NPCs also don't understand how souls work, even if actually it makes complete sense that most people aren't necessarily hot on the precise details any more than an average person could explain serious scientific concepts effectively. Though I think that could be quite fun to play with in a game sometime actually, having genuinely competing ideas about those fundamental concepts.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on April 26, 2021, 05:20:14 PM
Using the spoiler tag sounds like a good idea, thank you! I could even use it to group the screenshots in categories. Hmm.

I originally saw value in allowing these synonyms to chaotically function since the societies of this fantasy realm often have their own accents are are very much "allowed" to have their own terms and perception, but I believe it didn't work so well in practice - it's hard to pin why, exactly.

I believe it's fair to assume that even the less-educated people people would be familiar with the commonly used terms and teachings. It wouldn't be based on the actual complexity of the doctrine, but rather on the commonality of usage. I mean, the Christian traditions are really complex, and the philosophers were disputing all sort of crazy definitions for centuries, but they were still using some generally known words, such as "God", "angel", "Satan". What exactly is an angel, what is "body of Christ"? 95+% of people asked about it couldn't express what they think and believe, but they would intuitively use these words for various purposes.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 15, 2021, 12:54:42 PM
A fistful of icons - 6 of the newer items and a reminder how does the inventory look like in the game. : ) Quite happy with the current style!

(https://i.imgur.com/K752423.png)

(https://i.imgur.com/AjSP19E.png)

(https://i.imgur.com/Lix71Cn.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 22, 2021, 01:24:09 PM
Gale Rocks is a home to a stubborn, patient community. The settlers, unable to live off the rocky land and its fruitless forest, turned their eyes toward the sea, and to this day trade salt and fish for vegetables, iron, and clothes. Over the course of the centuries and through many sacrifices, they left the safe caverns, raised the walls, and expanded their village, bit by bit.

In sunny days, most of them form crews of boatmen and hunt for sea fish in the shallow waters, while a smaller group cuts down trees, prepares lumber, and oversees the production of barrels. When the weather gets capricious, they split the firewood and burn it under the large pans, boiling the brine until it turns into salt.

In the meantime, the wounded, elders, and children take care of the chores, cook, and prepare the latest catch to be either smoked, or salted and stored in the barrels. The hands of the villagers are scared by the years spent with knives, and by the salt getting even into the tiniest of wounds.

It’s a harsh, but slow life. Predictable, yet peaceful.

(https://i.imgur.com/Rz6oA74.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on May 22, 2021, 01:34:34 PM
Ooh, that looks quite a big settlement by Viaticum's standards?  Nice work :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 22, 2021, 05:22:54 PM
Thank you, and yes! I hope to underline in the game that there's a benefit to living close to the shore - not as much wild animal migration, and splitting the exploitation between various sources (forest + the sea + trade) is less invasive overall, and upsets beasts less.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on May 23, 2021, 10:56:25 PM
Yes, that makes sense :) And is something I like generally - there's surprisingly little by way of actual littoral-based cultures and life in fantasy, worlds are often presented as "here are countries made of land, there are ports that you go to to get from one country to another and that's that".
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on June 05, 2021, 12:37:59 PM
An updated title screen. : )

(https://i.imgur.com/fN7tSdz.gif)

(https://i.imgur.com/0oCu2by.png)

(https://i.imgur.com/MlktH8d.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on July 03, 2021, 12:29:20 PM
When you ignore all the marauding beasts, ruins, dark bogs, and treacherous power-hungry leaders, #Roadwarden is actually cottagecore.
(don't ignore them, though, they're cool)

I’m preparing the next version of the demo. Not only I second-draft all the oldest areas, I also introduce new systems for the player to use them to their advantage, as well as new interactions, choices, obstacles, and visuals. It’s insane how much this game grows, and I’ll share more news very soon.

(https://i.imgur.com/Tno1WMm.png)

(https://i.imgur.com/ONVUIu8.png)

(https://i.imgur.com/xEbCgNB.png)

(https://i.imgur.com/Yy61tz7.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on July 03, 2021, 01:18:48 PM
I do love how effectively you're now making use of the limited colour palette. It looks great!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on July 03, 2021, 01:47:48 PM
Thank you! I feel like the last one is a bit out-of-style as it's very "blurry", but considering the theme of this place I hope it's excusable. (Personally, I love how it turned out.)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on July 17, 2021, 12:55:39 PM
The huge demo update is on its way, with new mechanics, updated dialogues, redrawn illustrations, better UI... The game is now slightly more complex, and I think it gets better at building the experience of being a traveler in a hostile realm.

Here are some examples!

(https://i.imgur.com/Uy60DOM.png)

(https://i.imgur.com/5OmRVLX.png)

(https://i.imgur.com/Il4bjqG.png)

(https://i.imgur.com/8Apni1T.png)

(https://i.imgur.com/1NJYddo.png)

(https://i.imgur.com/wlF6QYN.png)

(https://i.imgur.com/IIZmqvc.png)

(https://i.imgur.com/6CcBneb.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 14, 2021, 01:00:02 PM
The game has changed a lot over the course of a year and a half. Read more about the recent changes, updates, and the new demo in today’s devlog (https://moral-anxiety.itch.io/roadwarden/devlog/282995/embracing-the-rpg-side-roadwarden-devlog-demo-update).
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on August 22, 2021, 11:19:41 AM
The improvements all sound great! I really must make time to check out the new demo :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on July 30, 2022, 12:39:57 PM
Hi there! Long time no see.

In the meantime, Roadwarden got pretty close to what I hope is its last stage. I still need to fix a few things, but there's a chance the game will be available on Steam this September!

I'd be happy to answer any questions. : )

(https://i.ibb.co/DYHQN63/screenshot1.png)
(https://i.ibb.co/zSGX7nR/screenshot2.png)
(https://i.ibb.co/3YRr8cs/screenshot3.png)
(https://i.ibb.co/6vT79n3/screenshot4.png)
(https://i.ibb.co/SNS0HTv/screenshot5.png)
(https://i.ibb.co/2YhmtvJ/screenshot6.png)
(https://i.ibb.co/6yJM095/screenshot7.png)
(https://i.ibb.co/tXkmsq6/screenshot8.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on July 30, 2022, 11:07:57 PM
Hey! Lovely to see you again!

Don't think I have any immediate questions but I am *very* excited for this :)

Actually, one question - is there a current Roadwarden trailer on YouTube? I was making a playlist for our channel of game trailers for Exilian members' stuff (thread about it here (https://exilian.co.uk/forum/index.php?topic=6469.0)) and would be happy to add RW. :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on July 31, 2022, 04:46:10 AM
Thank you for asking! There is an old trailer that I don't personally like too much, https://www.youtube.com/watch?v=nHHfwGZb_c0 , but I hope there will be a new one in August. : )
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 06, 2022, 12:18:57 PM
Found some screenshots from 2019 Roadwarden demo and compared them to the ones I took this week... What a long journey!

(https://i.ibb.co/WGmW81x/sss1.png)
(https://i.ibb.co/zs7RkdG/sss2.png)
(https://i.ibb.co/NC7dY5q/sss3.png)
(https://i.ibb.co/2cqPKjx/sss4.png)
(https://i.ibb.co/68hXwN3/sss5.png)
(https://i.ibb.co/TtZzDnv/sss6.png)
(https://i.ibb.co/xM0YSsx/sss7.png)
(https://i.ibb.co/vHjDdZP/sss8.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Tusky on August 06, 2022, 07:39:57 PM
It's come such a long way!

Looking really nice :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 06, 2022, 08:54:50 PM
Thank you, Tusky! : )
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 13, 2022, 12:01:42 PM
So many paths to take...

(https://i.ibb.co/qpJfgk0/sss1.png)
(https://i.ibb.co/Fbff0KM/sss2.png)
(https://i.ibb.co/XVgV20n/sss3.png)
(https://i.ibb.co/FHz7r6Q/sss4.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on August 17, 2022, 06:41:43 PM
Lovely stuff! I saw you had an article in PC Gamer out as well, good going :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 17, 2022, 07:57:35 PM
Thank you! It was quite a surprise for me! : )
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 20, 2022, 11:59:55 AM
Only a few weeks left! Roadwarden will be available on Steam on September 8th! 

(https://i.ibb.co/3kTyd6F/1.png)
(https://i.ibb.co/JKp6PHQ/2.png)
(https://i.ibb.co/xzY5q9K/3.png)
(https://i.ibb.co/yPZ6fh9/4.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Pentagathus on August 22, 2022, 10:52:36 AM
Is Sodal a creature? That second sentence is a little confusing without context.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 22, 2022, 12:04:18 PM
It's the base name for PC's palfrey! Though it can be changed, too. : )
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on August 24, 2022, 01:21:52 PM
I think one of the reasons it doesn't click immediately for a native speaker is that people usually use gendered pronouns for horses in English? But I think it's fine, people will get used to it once they're used to the palfrey having been introduced.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on August 24, 2022, 01:51:41 PM
I'm surprised it didn't cross my mind! I bet you're right!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on September 02, 2022, 06:26:49 PM
Counting down the days now... :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 02, 2022, 06:37:02 PM
Counting down the days now... :)

AAAAAAAAA
I'm fiiiiineee, definitely not super stressed because I just the game to a journalist and an hour later realized there's A BUG in the game aaaaaaa
So anyway, : )
wanna key, Jubal? : P
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 03, 2022, 12:10:43 PM
This is it. My last ScreenshotSaturday before Roadwarden's release (https://bit.ly/roadwarden_steam). Can't wait to bring you the good news on Thursday!

I estimate it's a 30+ hours campaign, but completionists will spend even more time completing the large, world-changing quests. And since all quests are optional and most of them can be completed with varying outcomes, various players will have a completely different experience, further altered by their character class, personal goals, personality, and the allies they'll choose.

In Roadwarden you can't make everyone happy. There will be sacrifices.

(https://i.ibb.co/QN6fJFt/sss01.png)
(https://i.ibb.co/K0cTLbV/sss02.png)
(https://i.ibb.co/n3HtfBp/sss03.png)
(https://i.ibb.co/jzJC7bc/sss04.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 07, 2022, 09:29:48 AM
Grave news! Roadwarden's new release date is September 12th!

I apologize to all of you who planned to play it this weekend. We need to polish a few small issues before you can start your adventure.

I'm deeply sorry, but it will be worth the wait!

(https://i.ibb.co/XyDx1fr/grave-news.png)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on September 07, 2022, 11:28:00 AM
Quote
Wanna key, Jubal? : P
Would love one! Though I was planning to buy it anyway and I'm not sure I should deprive you of a well-earned sale :)

And a delay is better than having it rushed :) Good for you and good luck with finishing it off!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 07, 2022, 11:38:09 AM
I just run out of keys, but I'll ask for another set! From my perspective, you supported the game in many ways without me asking for it. A key is the least I can do.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 12, 2022, 02:51:29 PM
Roadwarden is officially released! : ) (https://store.steampowered.com/app/1155970/Roadwarden/)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on September 13, 2022, 12:14:52 AM
Huge congratulations! :) Magnificently well done, it's been lovely seeing thsi project unfold and I hope the reception is good.

Got the announcement up on the Exilian front page, I would have done it earlier but I had another thing I needed to finish. I'll do some social media (and hopefully actually start getting a playthrough done!) tomorrow.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 13, 2022, 05:06:01 AM
Thank you, Jubal! The sales have been good, but I learned people are finding typos in the game and now I'm DYING. : P
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on September 13, 2022, 09:16:10 AM
Well, inevitable in games with lots of text - and at least not too headachey to bugfix!
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Tusky on September 13, 2022, 09:26:33 AM
Roadwarden is officially released! : ) (https://store.steampowered.com/app/1155970/Roadwarden/)

Hooray! congrats :)

I shall certainly be picking up a copy

Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 13, 2022, 09:58:16 AM
Thank you, Tusky, I appreciate it!

Well, inevitable in games with lots of text

Correct, it's just that my ego is fragile. : P
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on September 13, 2022, 11:09:20 AM
Well, after that Eurogamer piece, hopefully the ego is pretty deservedly stoked :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: bigosaur on September 13, 2022, 12:32:41 PM
It's looking pretty good!

Good luck  :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 13, 2022, 06:09:05 PM
Thank you!
The things are calming down now, I can prepare a new patch tomorrow and rest for a bit. : )
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on September 19, 2022, 02:27:51 PM
I did a full playthrough on normal mode on Friday. Kudos, it's a really brilliant game. Hugely enjoyed it, the dialogues were good, the pacing was excellent for things being largely brought to a head in the last 10 days of the playthrough, and the balancing challenge of keeping everything together was really interesting.

I'm not sure I did super well at it - died a few times and my endings felt rather mixed, but that's probably normal for a first run. I decided to try and help people which I had some limited success at on a personal level, but did pretty horribly at the big-picture stuff. I was generally poor through the whole game, there were definitely some BIG inefficiencies or things I realised too late to reverse.

The worst of these was the thing at Creeks where you get them to clear the tree and it says need to know the roads and get there before midday, it really wasn't clear how to do this, I eventually triggered it somehow but I had several occasions where I basically wasted a day by trying a different combination of resting place and moves only for it to fail again. Is it that it needs every other eastern road sidequest to be completed? Because I'd assumed from the text that it just needed me to have recently walked all the paths from the tree to creeks, which clearly didn't work.

Regarding my choices and endings:
Spoiler (click to show/hide)



I did have one persistent actual bug, which was that bits of game text and labels kept doing this:

(https://i.imgur.com/uGyENST.png)

Generally unloading and reloading a page or text section, or sometimes rolling over bits of text, would fix it, but it did keep happening seemingly randomly and was rather annoying.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 19, 2022, 03:09:25 PM
I'm sorry about the visual bugs, Jubal. Do you by any chance have a GSync screen? I've heard they tend to cause issues, but there are ways to fix them. I never saw a report like the one you shared.

I'm not sure I did super well at it
That's only for you to decide. ^^

you get them to clear the tree and it says need to know the roads and get there before midday, it really wasn't clear how to do this
That's a very interesting point, thank you. I'll write this down, maybe I could phrase it more clearly - the idea was you need to do more things for Elah regarding this specific quest, or maybe help him through the mundane work available once it's available. I'll write down I should reexamine this.

Thank you for describing your experience. I think it was a big ask of me to offer people a game that involves so many "fail states", but I believe it's an unusual experience,  and adds to the game's themes.

Spoiler (click to show/hide)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on September 19, 2022, 03:30:38 PM
Yes, it's the sort of game where the line between "you screwed up" and "was it actually possible to do this right" is sometimes tantalisingly unclear. And part of me likes that and part of it grates on me, but I think you're right, it's important to the game being what it is and it does make some of the points and parts of the game more powerful. It might have been nice to have a bit more emphasis on the small and personal bits in the ending readout in places, I guess: it sort of feels a bit sad that you can't get your character to retain any connections to some of the people you risked life and limb with.

I guess one of my struggles with these things is that I'm too much of a real-life problem solver who's bad at knowing my own limits, and I struggle to turn my moral compass off or down at all in games: so even when it's fictional characters, I find the sense of responsibility weighs on me and I get easily frustrated by my own limitations when it comes to helping people. But that's just a me problem. :)

Regarding the graphical bug, the readout I get when I looke at my NVidia settings is:
Quote
NVIDIA GeForce GTX 950M
Driver 472.19
Intel(R) Core(TM) i7-6700HQ CPU @2.60 GHz
7.84GB RAM
1920x1080, 60Hz

Regarding your spoilered question:
Spoiler (click to show/hide)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on September 19, 2022, 07:23:31 PM
Spoiler (click to show/hide)

I don't know much about hardware, but maybe this thread could help you? https://steamcommunity.com/app/1155970/discussions/0/5179725348508845297/
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on April 11, 2023, 12:05:04 AM
Not sure I mentioned here previously, but Vicorva, indie author and general good sparkly being of this parish, has for a while been doing streams of Roadwarden at the moment on Wednesday (2pm UK time), which are very enjoyable. Their channel is twitch.tv/vicorva.  :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on April 11, 2023, 05:42:57 AM
Cheers! It's surprising to me how many people streamed or made YouTube videos out of this game, especially since so often people decide to read out loud everything that's on the screen. I'm not a streamer, but to me it sounds like a torture for my throat.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on April 11, 2023, 10:57:57 AM
I'm sure it's not always easy! But I think it's also why it works really well for some people - V is a really talented narrator and having a game with a lot of well written text depth makes best use of that skill set :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on April 11, 2023, 11:34:17 AM
Thank you for saying so! Personally, I'm not a big fan of voice acting and narration. I'm now playing Disco Elysium (for the first time : O) and I turned off the new voice overlay after about half an hour. It just slows me down to much, and impacts my imagination in ways I don't enjoy.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on April 11, 2023, 12:00:28 PM
For me it varies: I wouldn't have wanted my first (or indeed any actual) playthrough of Roadwarden to have narration, but listening to a good narrator stream bits of it for 90 mins on a Wednesday is nice background and a nice reminder of the world, it's just a different experience to actually playing the game. In general narration in games I feel slows things down when I'm playing, but voice acting I often like if it's done well and is keyed to specific characters well. It can be important for, say, a Witcher or Dragon Age game where the world is meant to be high visual/auditory detail and character personalities and drama in the immediate circle around the player are quite key to what's going on.

I've not played Disco Elysium either! It looks interesting but I dunno how much I'd really enjoy it.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on April 11, 2023, 12:43:48 PM
Is there anything specific that stops you from testing DE?
From what I can tell it may be many things for many different people. Personally, I find a lot of worldbuilding descriptions very unengaging, so there are bits I simply skim over them or even jump through them, but there's a lot that I really enjoy.

While playing Witcher games or Dragon Age without voice acting would be kind of pointless, since the writing itself was built around its voice lines, I usually feel like such games tend to have much weaker writing as well. Games that are allowed to have narration, or text-oriented dialogues, tend to (in my head, at least) flow much smoother.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on April 11, 2023, 01:24:34 PM
I'm not sure I agree that those games have weaker writing for my taste, though I'd agree that it's harder to make voice-acted dialogues work well. I think some games (Witcher 3 most notably, also Hades) manage it really well overall, and things like Dragon Age use it to land some pretty good cutscenes and set-pieces even if their run of the mill storytelling isn't always presented to full effect. I guess probably my top tier of games if I only consider how effective I find the narrative is a mix though one that leans more towards mostly-written narratives: Hades, Wildermyth, Roadwarden, Shadowrun: Dragonfall, Fallen London, DA: Origins, Witcher 3, and maybe Planescape: Torment would be my immediate thoughts for such a list.

I think with DE... partly not getting round to it and other things being higher up my list, partly that I'm not sure if I'd enjoy the themes and style of the game all that much, the pitch of amnesiac fantasy communist cop drama is one that interests me but doesn't compel me. I worry with games that lean hard into ideological positioning that I'll get frustrated with them routing me down what I feel are false choices to fit into their faction/ideology list, too, which is a massive frustration to me in games. I think maybe it's also been almost too hyped for me, it's the sort of game where I've heard a ton of "oh, great game, made by geniuses" type talk but I've not heard many specifics that pushed me towards it. But I'll probably get round to it sometime.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on April 12, 2023, 04:24:39 AM
I'd say that nothing about DE's premise is inherently interesting for me, but it lures me in with its tools of expression and its deep layers of humanism. Like I said, I'm not devoutly interested in everything it has to offer, but so far I'd say there isn't a moment where I feel it was overhyped  for me.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on April 12, 2023, 09:08:05 AM
Fair enough - a recommendation from you probably shifts it a place or two upwards on the "To Play" list :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on April 12, 2023, 10:30:48 AM
Hah! One thing I can say is that while the game gets better with hours put into it (you understand the world more, you get the grip of the systems), you should be able to decide if you enjoy it in the first 90 minutes or so, so quickly enough to refund it. : P
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on April 26, 2023, 02:58:53 PM
I really need to start a Roadwarden wiki at some point, some of the late-game stuff is tricky: on V's run we're really struggling to work out how on earth one gains enough trust from Thyrsus. Even after dealing with Glaucia his trust still seems locked and it's not at all obvious why.

I saw somewhere online you were saying that nicer meals can boost his favour - can you effectively grind that upwards given enough time?
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on April 26, 2023, 03:28:19 PM
I'm sorry you hit a roadblock. Yes, you can buy his friendship by offering him food rations or even better meals, I expect you probably selected dialogue options he was not especially happy with. : P I actually think Thyrsus could use at least one small quest, I hope to fix it in the future.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on April 26, 2023, 03:50:44 PM
OK, that's great - V is playing on no-time-limits so that's very do-able, I'll recommend that they do an offscreen fish supplies grind between streams until the options light up :)

And yeah, I feel like White Marshes in general is one of the hardest places to work out/easiest places for it not to be clear how to progress in Roadwarden, I failed on it horribly in my main run a few months ago. It's such an interesting location, I'd love to have a little bit more there.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on April 26, 2023, 04:15:46 PM
Thank you for spreading the news about my work!
I wonder if the reason why it's so difficult to get to Orentius is somehow connected to the fact is much easier to join forces with Thais and get to him this way... : )
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on April 26, 2023, 04:45:33 PM
I think that's one of the other things, actually, that has possibly been tricky with V's run: if you bypass Thais early, then discover the problems with her (which is exactly what happened), and thus effectively fail to work much through the core Howler's questline, she sort of half-gates a bunch of other stuff. I guess some players tend to have a reaction of "I now know this person is bad so I don't want to help them" when Roadwarden sort of expects for its best outcomes that actually you need to get some not-very-savoury characters' trust even if you're then going to use it against them.

(I guess this is also an issue with streaming the game: a streamer is going to want things to work and hit the story beats the way they want in one run, whereas Roadwarden is in part designed around being tight for time and you probably having an incomplete and imperfect set of resolutions to things).

And no problem! Roadwarden has definitely become one of my core Games To Recommend To People in the last year or so :)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on April 26, 2023, 05:08:50 PM
Oh dear! Just so I understand better - were some plotlines blocked for V even though they didn't really confront Thais or do anything to harm her?
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on April 26, 2023, 05:58:27 PM
I'll give more details in tag, it hasn't been anything hugely major but just worth noting how things played out:

Spoiler (click to show/hide)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on April 26, 2023, 07:50:25 PM
Thank you, that's very helpful. : ) I'll definitely consider what I could change about it. I don't know if I want to rewrite the fisher's hamlet completely to fit into a potential thais-less run, but I should still add it to my list of potential upgrades for the game.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on May 07, 2023, 12:25:22 AM
Here's a text moment that feels a bit out-of-order as well, with the combination of discussing the event that's already happened and being given the option to inform the character about it, which due to other circumstances they clearly already know:

Spoiler (click to show/hide)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on May 07, 2023, 07:34:36 AM
Good catch, thank you! Do I understand correctly that the plague was cured, but Elpis never heard about it prior? Or did this greeting show up just like that, while the plague is still an issue?
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Jubal on May 07, 2023, 10:27:04 AM
This was after the plague was cured: Elpis had never been told about it by the player (or even unlocked as a discussion option via Thais) before the plague was cured. You can kinda speedrun the plague cure and end up getting it well before you've told most people about the plague's existence if you're willing to throw a lot of blood at it early in a run, which is what V did! It's less jarring for most of the other people because you can imagine them having not gotten the news, but with Elpis you do actively have to go confront Howler's on the way to deliver the cure so it feels more weird that she doesn't know.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: BeerDrinkingBurke on June 18, 2023, 04:23:09 PM
Oh heck I don't think I even realised that you were here on Exilian too!
Hope everybody has had a chance to play Roadwarden by now. I just finished it last week as my first game to play after my health and vision had recovered enough. A real treat.

What with Citizen Sleeper as well last year, it feels like the future of text based games is very bright. ;-)
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: Aure on June 19, 2023, 10:09:58 AM
It sure does! Next to Citizen Sleeper, NORCO is another 2022 text-heavy classic, though instead of being an RPG, it's an adventure game.
Title: Re: Roadwarden [Fantasy/RPG Elements/Pixel Art] [DEMO]
Post by: BeerDrinkingBurke on June 22, 2023, 10:32:40 AM
Yes, I really enjoyed what I saw of NORCO, although I got stuck around the elevator / office section.