Developer's Log - September & October
Hello everyone,
This is indeed another combined two-month devlog, sorry to keep you all waiting. Things have been immensely chaotic, making it difficult to round up progress. But no matter how quiet it gets on social media and update channels, the game is always being worked on!
Fang and I did some really cool stuff the past two months, and we made some interesting discoveries about the best way to deliver this massive game. I do hope it will make the wait worthwhile.
Let’s take a look at some progress, and some info regarding the demo that was due for the fall.
Development Progress
Animation Graphics
Fang sorted through and put together dozens of battle animations. I look forward to bringing these fancy effects into the game soon so you can see them in action:
Writing
Fang and I have spent a lot of our time in the past few months working on the game’s writing. We thought we had it down a few times, but there were still some things that didn’t quite feel right. While this is part of the reason development has been drawn out so long, I think writing is one of the most important aspects of an RPG often overlooked.
We’re feeling really good about where it is now, and solved a lot of the game’s major issues. Nailing the nostalgia factor while avoiding falling into tired RPG tropes and dull characters is an incredibly challenging thing to do, but thanks to Fang’s expertise in story structure, we’ve got something really great now–all the way through the later parts of the game.
We’ve almost put the bow on the full game outline, and when we do that, we’re good to continue strong with the game’s content.
Battler Sprites
I started implementing some battler sprites this month, and completed the main character’s basic movesets:
New enemies are finally beginning to take form as well (which means no more damn mushrooms in every single promo shot of the game):
New Promo Art
When the demo is made available again, we’ll have some new promotional art. This has actually been in the works since the beginning of the year. Ryuuen put together the piece’s linework, and I’ve been coloring it. It’s too soon to reveal it, but here’s a silly teaser in the meantime:
Tentative NextFest Plans & Demo Relaunch
Earlier this year we took the Demo from February 2022 down in favor of the changes we’ve been making–mainly, the new lovely 16bit pixel art and story adjustments. It is long overdue for its re-release. Unfortunately, as you can see, I didn’t quite meet the goal to make it live for the fall NextFest.
While this is not an announcement by any means, we are shooting for the spring NextFest for the demo’s glorious return instead. Again, this is not a guarantee, but we are really hoping to get it launched then. An announcement will come closer towards the end of the year if we stay on target.
That’s all for now! Thank you as always for your patience and support.
-Jaiden
Get Legends of Astravia
Legends of Astravia
Charming retro RPG where you journey across a world of magic to reconstruct the fragments of your past.
Status | In development |
Author | Studio Alemni |
Genre | Role Playing, Adventure |
Tags | 16-bit, 2D, Fantasy, JRPG, Pixel Art, RPG Maker, Singleplayer, Story Rich |
Languages | English, Japanese |
Accessibility | Color-blind friendly, Subtitles, Configurable controls, Interactive tutorial |
More posts
- Quick Check-In: October 202472 days ago
- Developer's Log - July 2024Aug 23, 2024
- Legends of Astravia's New Demo is Now Available!Jun 24, 2024
- Legends of Astravia Demo Available on Steam!May 30, 2024
- Developer's Log - February 2024Mar 15, 2024
- Developer's Log - January 2024Feb 09, 2024
- 2023 Year-End SummaryJan 08, 2024
- Developer's Log - November 2023Jan 03, 2024
- Developer's Log - August 2023Sep 18, 2023
Comments
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I am excited for the new demo whenever it is released! You guys have worked so hard on this game and it's really showing!
Thanks so much Ronove! 💜