Update Contents
New map sprites Norius graphical rework New map, location Sketch at an "Inspiration System" to replace the "Support System" Bunch of small stuff New Map Sprites I updated many of the map sprites, giving several characters custom sprites. This serves a few purposes. The first is to make reading the maps easier - being able to tell apart key units at a glance should give a better gamefeel. The second is to broaden the usefulness of map sprites for illustrating narrative scenes. I increasingly want to rely exclusively on the dialogue boxes/maps as the visual elements of my game. The final purpose this fulfills is developing The Ashen Order visual identity. I would like to eventually have a game that can be visually distinguished from other SRPG Studio projects from practically any angle.
Norius Graphical Rework Originally, Norius was only a big box with ruined buildings inside. On the left is the current version, on the right a slightly improved version from the original. The ever excellent Esquive la Boule de Feu 's video on Mystery of the Emblem inspired this more expansive graphical rework of one of the more pivotal locations in The Ashen Order. Per ELBDF, one mark of Shouzou Kaga's style is a lack of graphical care. While his games can look good, it's generally true that less effort has been invested in this aspect of his games than the others. ELBDF argues that this is saddening, as so much storytelling can be achieved through the environment. The video also contains numerous other interesting points that continue to motivate me, so I encourage everyone to check it out. Subtitles are available in English. My rework of Norius can be said a first step away from Kaga's shadow, as I vow to try to make the different vistas in The Ashen Order more exciting. I'm probably going to continue tweaking Norius, but for now, I find it looks much grander and is closer to my idea of the city. New map, location I've added a new map and base section along the main branch of the game. This map serves to detail the political situation of Askland and beyond by introducing a third duke to the scenario. Though he ultimately plays a minor part, I hope this small chapter introduces some political depth to the game's world. I struggled with making the battle location, ultimately falling to the ever reliable bandits. As a map gimmick, I was inspired by Roel Konijnendijk 's ever great love for trenches and decided to introduce one in my game. I think siege craft could be an interesting concept for a game - having trench diggers, wall builders, wood choppers about to build your fort as you are assailed might be a fun design idea.Inspiration System Still not fully implemented is the Inspiration System. I've grown tired of the SRPG Studio default Support system and replaced it with my own named Inspiration after anarchsync 's recommendation. This system will allow me to much better detail the different unit relationships though I've not yet fully implemented it. I hope to use this to have more interplay between the strategical decisions made by the player and how the different character arcs play out as I plan to rework much of the game's story. Initially, I started Ashen Order to test the engine and the project has since greatly evolved. For example, Wolfheart was first designed as a cautious and wise man surpassed by the exceptional events that befall his kingdom and order. This is a fine character for a mock project. However, I find that this greatly limits me. Wolfheart's decisions were then generally without reproach, making the character somewhat flat and boring to interact with through Baldwyn. I've increasingly written Wolfheart as glory-seeking and plan to implement that in more significant ways in the story going forward.
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