Blue Saga

Oh yeah, dungeon! ;D

I can’t wait for this to be released! :smiley:

The battle GUI looks great! :wink:

Sorry for the lack of updates on the development of the game. I am actually working real hard on it trying to finish up a closed alpha testing with friends this weekend. I am going to try and host a game with 10-15 players and see how it turns out.

Having these smaller deadlines is really healthy for the project since it really makes me work harder, tying up loose ends in the game concept and fixing bugs.

I have now added 3 sewer levels and 3 catacombs levels. Finished up the plains to the north of the village with some monsters and a mini-boss. I will also add a larger boss at the bottom of the catacombs with a treasure.

Implemented a first serious version of the damage calculator taking into account all the stats of the attacker and the defender.

A story has started to form in my head as well, making the setting of the world. Since it is inspired by the anime One Piece it takes place during a great pirate age, where everyone is trying to find mighty lost treasures from far away times. One legend tells of a demon pirate that was so strong that he defeated each single one of the ancient behemoths, collecting artefacts from each of their bodies. It is said that these artefacts contain special powers that gives it’s owner special abilities. This would explain the ability orb system that I want to use.

Throughout the game world there will be checkpoint fountains as there usually are in rpgs and other adventure games, but I wanted to find a nice explanation for them so here goes one alternative:

There is an old legend saying that whenever the demon pirate stayed for a longer time at the same place, his tremendous force got absorbed by the earth. It is said that you can still feel it at specific spots. Pirates trying to follow the demon in it’s footsteps have built fountains at these markings, letting the water channel the energy. Some proclaim that if you drink the water of such a fountain, you feel reenergized. There has even been witnesses of fallen warriors resurrecting near these sources.

So that is what I have been up to, apart from that I have started working on a website for the game, and I will finish it up together with the bugs and requests I will get from the testing this weekend. After that I will be collecting names of those who are interested for another bigger testing, trying to expand the game to host around 50 players and see how it holds up.

Made a first story slide for the intro of the game:

https://p.twimg.com/AosKOZGCAAAYIHF.png

I made it in two steps, first a free drawn with the mouse to get the shapes right, then minimized it to just 100 pixels in width. Then I corrected the pixels and colored it looking like this:

https://p.twimg.com/AosJ0EeCEAAjNyG.png

Then finally just scaled it up. It is not the best looking, but I like it and it didn’t take that much time to do :slight_smile:

I like the theme. Davey Jones is a piker, Cthulhu is the one you really better not call “squid-face” in front of him :slight_smile:

Havn’t posted in a while, but I can assure you that I am working everyday on this and here is a screenshot showing the progress:

https://p.twimg.com/AsuwiuYCQAAS6xG.jpg:large

Added features

  • PvP works
  • Shoot projectiles
  • Added lightning effects on projectiles in dark areas (sewers, dungeons…)
  • Tiles can get damaged
  • Monsters drop loot on the ground, and can get picked up
  • shared XP from kills, is distributed to those who have dealt damage (%)
  • Abilities and stats system are set now, existing monsters have been balanced a bit
  • Actionbar with abilities
  • Cooldown on abilities
  • Potions are automatically stacked on the actionbar (will add drag n drop later)

Had a bigger testing with friends that went well (10 people approx.), but that was with the old final fantasy turn-based battle system.
I have changed so battles takes place in real-time on the same screen like more regular online games. I changed because of the pvp and to have larger battles going on with several players at the same time. And now that you can shoot projectiles while running gives the game more action and skill is rewarded, it is a lot more fun too =)

My brother and I are testing the game constantly to find bugs and make it more stable. I will try and figure out how to embed this on a web page so I can let you test it more easily.

Looks better. Hope you finish it soon and include desktop version also :wink:

Yes there will be desktop versions for both mac and pc, perhaps a browser version won’t work since the resolution is 1024 x 640, that wouldn’t fit in a browser window on my 13" laptop.

https://p.twimg.com/AxMuVlzCAAANEdE.jpg

Changed the name of the game to “Blue Saga”, “Blue” representing the oceans you will travel as a player and pirate, “Saga” for the adventures you will experience.

New things added to the game:

  • When moving to the edge of a map, the camera stops following the player so that you start moving to the edge of the screen
  • Skill system in place, now you earn skill points (SP) when using skills effectively, this will level up your skill eventually, making it possible for you to equip better weapon requiring that skill or use more powerful magic
  • Added a spell shop where you acquire new spells
  • Ability system works now, with instant abilities, sticky abilities and more
  • You see stat changes when equipping items and see info about them (see screenshot)
  • Monsters can use abilities now
  • Added a range for abilities, so you can’t cast spells across the whole screen, different abilities have different ranges

Made a site for the game:
www.bluesaga.org

Need to make a newer video to put on the site, since the game has changed quite a bit since the battles are not turn-based anymore.

https://p.twimg.com/AxdYd1RCIAAOEGb.png:large

I absolutely love the graphics style. Can’t wait for a demo!

Ditto! (Plus love the new character game design elements.)

Thanks! I will try and wrap up a demo as soon as possible, just some minor additions left before it is playable.

Yeah hopefully this will be more fun, players can concentrate on their own character and then join crews of other players instead of everyone running around controlling their own crew alone.

Absolutely love.

Best of good luck! :slight_smile:

Thanks!

Here is a new gameplay video showing v0.25 of the game including the new battle and bounty system:

WWLw3-Q7-6Y

(select HD if you don’t want the image to be all blurry)

Started working on the start and character selection screen.

Had a lot of work done on the database and old code clean-up from the old battle system.

Now you will be able to have up to 8 different characters on the same account.

My idea is to have the clouds, water and birds animated, and when you select a character the camera will slide to the side and show the island the character is on.

https://p.twimg.com/Azo8n_hCAAALY6L.png:large

Just posting to say that the project is still in development.

I actually got help from a friend with the coding, and another friend for graphics, so it feels really professional now =)

I’ve gone through and updated nearly all my code in the game that I’ve done during the past year, correcting the structure to make it fit more the changed concept of the game.

The basic concept is that the game will revolve around different creature families. You will be able to choose a family in the beginning of the game, and then all quests and actions you do will affect your reputation with other families. This reputation will give access to other quests and areas.

I have also reworked the whole Monster/NPC thing. Now any monster can give quests if your reputation is good enough. So a monster can change status from being aggro, to give you quest, to finally sell items to you. I think this will be quite unique and give the game an interesting touch.

You will even be able to battle NPCs, which will most of the time be very powerful.

A lot of this inspiration comes from all the hours I’ve spent playing Dark Souls.

My coder friend has made a particle system for the game that will add some nice effects instead of my choppy sprite-animations.

Hope anyone is still interested, and I will try and post some new content soon!

Oddly enough, I watched your videos earlier today. This must be destiny

Just watched the latest video, looks like its coming along very nicely! Any ideas on release dates or beta/alpha testing dates? Would love to help test this!

Just PM me your mail and I will add it to my closed testing group.

Haha maybe so, thanks for watching them!

The game engine is practically finished so it is the actual content that is missing such as story elements, quests, monsters, areas, items and so on.

Another thing I can mention is that I have decided of 5 equips for the characters:

Headgear
Weapon
Offhand
Amulet/Necklace
Giant Artifact (which is worn on the back)

I skipped legs, chest and shoes as other rpgs since I want all monsters, wheather they are big boned or tall and skinny to be able to nicely wear them.

I will discuss a lot of story elements/areas/characters with the others this weekend so hopefully I will advance a lot on that front. I will share the ideas with you and perhaps you can give me feedback.