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RoadWarden - RPG/Visual Novel/text adventure hybrid

ntonystinson

Scholar
Joined
Nov 11, 2016
Messages
181
https://moralanxietystudio.com




https://af.gog.com/game/roadwarden?as=1649904300



Demo Available on the website
https://moralanxietystudio.com/presskit/roadwarden

Features
  • Explore and change the world. Travel through a detailed fantasy setting filled with secrets, challenges and uniquely harsh lore.
  • Have immersive conversations. To gain support of dozens of NPCs, you need to earn their trust during complex dialogues and sidequests.
  • Create your own character through role-playing and decisions. Shape your background, abilities, beliefs and personality.
  • Unveil the local mysteries. Investigate, use your wit and make connections to understand the true nature of this realm.
  • Overcome your weaknesses. The wilderness is full of dangers and you can trust nobody. Find your path to success against all odds.
 
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ntonystinson

Scholar
Joined
Nov 11, 2016
Messages
181


prologue-adea544c8e.png

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There
 
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ntonystinson

Scholar
Joined
Nov 11, 2016
Messages
181
https://moral-anxiety.itch.io/roadwarden/devlog/133874/taking-a-fresh-look-roadwarden-devlog

Taking A Fresh Look - Roadwarden Devlog

(Roadwarden is an illustrated text-based RPG in which you explore and change a hostile, grim realm. It combines mechanics of RPGs, adventure games and Visual Novels.)

The last four months were the most fruitful ones in the game’s development history. Never before so many words have been written down, quests and other activities added, coding bugs and linguistic mistakes fixed. After this very long run, the game’s volume has increased by a good couple of hours, mostly thanks to the implementation of (almost) the entirety of the in-game largest settlement. There’s a Lot of content now.

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Not only that - the game is also in the middle of major reworks. Some of the core parts of the interface were modified and while it’s very probable that they are not in a perfect shape and need some additional testing, I believe the game is successfully pursuing something that’s very important to me - the clarity of information.



1. It’s now easier to notice the changing hit points

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Up to this point, the reduction and gain of HP was only presented by the “current HP” icon. The new, very simple animation is meant to mark the spot when the player’s HP has been altered, and stays “in the air” for long enough (or so I hope) to attract one’s attention.


2. The regular “clock” has been replaced

The previous clock was presenting arbitrary values without any interpretation. Knowing when it’s “6 AM” or when it’s “14:00” doesn’t mean much if you don’t have dynamically changing visuals. I also don’t want to make a special tutorial section of “here are the specific hours which you need to memorize. for example, remember that 21:00 marks the beginning of the night!”

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Since the time of the day is an important part of Roadwarden’s mechanics - you can’t travel after dusk - I’ve decided it’s important to clearly demonstrate how much time does the player have left. It’s possible that the current display will still be changed to make it look better, but we’ll see.

3. The notifications have been pushed to the center of the screen

The problem with the old notifications is that they appear too far away from the most relevant part of the screen - the text section. Very often, a notification was simply ignored by a focused eye, so the information it presented was missed. The idea behind this change is to allow the eyes to naturally head toward a popping out message.

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Also, these notifications last for longer, while the “Quick save completed” now disappears quicker than before. Previously, all the notifications were lasting for the same amount of time, and I believe it was a bad approach.


4. Unlocking a new shelter or a trader results in a new notification

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Thanks to the new notifications, it will be much easier to notice that the new “shelter” (a place where a player can sleep) or a new “trader” (a shop or a service provider, like a healer) are available.


5. The Archive has been updated

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Many people have various ideas how to improve the Archive - a menu which saves a bunch of past dialogue blocks - but these suggestions are often outside of my humble scope of skill. Nevertheless, various bugs related to the Archive were fixed, and it has been limited to a couple of dozens of dialogue/narration chunks at once. It’s now a tool that can do fewer things, but in a more accessible way, so I think it will be more useful.


6. The world map was adjusted

DehPyA.png


The text boxes displayed on the map are now anchored to a specific spot - the place where they’re displayed is not related to the mouse pointer anymore. It’s mostly a cosmetic change, but sometimes the text boxes were acting a bit unpredictable.

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Not only that, but the general contents of these text boxes are also modified. The vast majority of presented areas now display their names and offer more lore, or at least a more detailed description, using the fact that the area’s name already covers a lot of information.

7. The tests of the new font have begun

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During the last couple of days I’ve been testing and consulting with many people the potential usage of a new font. I believe that the previous one has covered too much space, yet it also had letters that were too thin to comfortably read them. There are still adjustments to be made, but it looks like this change has been welcomed by many kind words.

It’s always tough to sacrifice appealing visuals for the sake of readability, but it’s very important to make a text-based game as gentle to one’s eyes as possible.

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

Thank you for taking a look at this devlog, for your support and kindness. Remember, you can also find me on Twitter and Facebook, and the game has a Steam page on which you can add it to your wishlist. Have a great day!

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Get Roadwarden (Demo)
Download Now

Roadwarden (Demo)
An illustrated text-based RPG in which you explore and change a hostile, grim realm.
 
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V_K

Arcane
Joined
Nov 3, 2013
Messages
7,714
Location
at a Nowhere near you
Not sure what the point of that is. The demo has been available on itch.io for god knows how long.
I played it for a bit, it's overwritten as fuck. Also not much of an RPG - there's some sort of character creation, but as far as I could understand, it only affects starting items.
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,040
Steve gets a Kidney but I don't even get a tag.
The point is obviously to make Infinitron comment on it and bump the thread, thus bringing it to the attention of esteemed gentlemen such as myself. Thanks!
 

Bester

⚰️☠️⚱️
Patron
Vatnik
Joined
Sep 28, 2014
Messages
11,118
Location
USSR
Looks interesting, actually. An innovation on the text RPG genre. Will give it a try if it ends up on rutracker or gets an official demo.
 

Siveon

Bot
Joined
Jul 13, 2013
Messages
4,509
Shadorwun: Hong Kong
I enjoyed the demo very much, although it is more Adventure/VN than not - far as I can tell.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,767
A gigantic update post. Apprently the dev declare that it's a proper RPG now: https://moral-anxiety.itch.io/roadw...ng-the-rpg-side-roadwarden-devlog-demo-update

Embracing the RPG Side - Roadwarden Devlog + Demo Update

(Roadwarden is an illustrated text-based RPG in which you explore and change a hostile, grim realm. It combines game mechanics of RPGs, adventure games, and Visual Novels, and you can add it to your wishlist on Steam!)

Greetings, travelers! The new demo (available on Itch.io!) showcases the massive changes that the game went through over the last year and a half. Better writing, visuals, sounds, UI, mechanics, new activities... I’m so excited to share it.

I also keep adding new areas, dialogues, and quests, and updating the systems that were a part of the game since early 2019. I can say with confidence that Roadwarden IS an RPG now, not just an adventure game with RPG elements. I seek new ways to support the experience of being a lone traveler exploring a dangerous world, balancing these efforts with not making the game too complex.\
Massive rewrites

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The demo-related parts of the game are now after their second draft. People not experienced with writing may be surprised to learn that this process didn’t add much volume to the text, quite the opposite.

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As I grow confident and learn more about English, I convey just as much (or more) information in fewer words. I put more trust in the way I express myself or describe objects, gestures, and places. The game’s illustrations don’t need as much explanation as they used to, and the new ambient sounds also help.

NPCs have more personality and quirks, with much less nodding, head shaking, smirking, and fist-clenching. There are also more role-playing choices and freedom when it comes to playing through various interactions.



Updated Attitudes


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Attitudes were among the first ideas introduced to Roadwarden - a set of icons that are active whenever a PC encounters a new character or a group. They open new dialogue options and slightly alter how the protagonist is perceived, unlocking / hiding specific information and / or impacting the mood of the conversation.


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The issue was that for 99+% of the playtime they are deactivated, covering a corner of the screen with ugly shades of gray. The “unlocking” animation was easy to miss, and in some cases player simply didn’t notice they had an option to select them.


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Now they can’t be omitted as the icons show up only when they’re relevant, and the screen is more tidy. This change also covers the special class skills:


e2HeaB.png



New Armor system

The system of having the Armor on a 1-3 lvl scale has been replaced with a 0-4 scale, and the player doesn’t have to *remember* the status of their Armor since it’s always displayed.


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In the old system, lvl 1 gave no advantages, lvl 2 reduced the incoming damage - though usually only once, or slightly. Lvl 3 worked better, but needed a significant investment, and could also be reduced.

In the new system, lvl 0 offers no protection, lvls 1-2 offer slight wound reduction, and lvl 3 offers significant protection. Lvl 4 is locked at the start of the game and can be unlocked in at least two different ways. Fixing armor is much cheaper, but its lvl gets lowered more often.


WhG5SR.png


Lvl 4 now adds a small modifier during combat and other physical challenges. There’s also going to be three NPCs that offers armor-fixing services, instead of one.

The player can decide to save money by purchasing a special item that allows them to fix their armor wherever they are, though they need more time (and experience) to efficiently use it.

thmoqn.png



Reworked Hunger system

I disliked the original version for a long time. A PC could be either hungry or full. Sleeping while being hungry would reduce their HP by 1 (or they would recover 1 HP less). There was a cosmetic difference between having a simple meal or a luxurious one, but it didn’t mean anything stat-wise, and no matter how satiated the PC was, they would get hungry after every night.

The new system uses the 0-4 scale, just like HP and armor. Sleeping reduces it by 2 and different meals offer customized amounts of Nourishment points. A baked fish or a few fruits will give you 1, a food ration or a simple meal - 2, a luxurious meal - 3 or 4.


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Having 0 or 1 Nourishment points won’t “damage” the character while sleeping, instead negating any sort of HP gained during the night - what in most cases is a lighter penalty, but in others is much more severe.

Having no Nourishment points makes physical struggles more challenging, while 3 or 4 points adds bonuses to dice rolls, especially in combat. This way, there’s value in not only avoiding the lower numbers, but also maintaining the higher ones.

fl8VCl.png



Updated combat

For some time now, combat results were linked to various statistics and items. Higher HP or better weapons were the obvious ones, but as the time went on, more details have also been added to the list.

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Taking into consideration Nourishment and Armor levels allows a player to plan ahead and prepare themselves before traveling to a dangerous spot, which will often mean spending more time and money. It adds to the previous preparations - improving one’s HP points, gathering information from the locals, and purchasing or finding new equipment.


New Appearance system

Being on a 0-5 scale, the Appearance either hinders interactions with NPCs or allows a PC to get more from them. It adds penalties and bonuses to friendship and reputation levels and alters prices of bought or sold equipment and merchandise, especially one that’s on the pricier side.

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The appearance level considers a few factors. The level of cleanliness, the condition of PC’s clothes (which can be either damaged or not), having the outfit covered with blood, and being either strong and healthy, or weak to the point of exhaustion.

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There are various ways to wash oneself and adjust one’s clothing, but it takes time. I hope to build a system which encourages players to get familiar with various bodies of water in the game and use them to get nice and tidy even before they reach various settlements, so they can make a better first impression.

There are also items which can be used to manipulate the effectiveness of various cleaning spots.

sEqEIS.png


To unlock the highest possible level of appearance, a PC will have an option to buy a fancy set of clothing. Its price will be reduced by various factors, but in general, it’s meant to be an investment, not an obvious must-have piece of equipment. I also consider giving the fancy outfit (which can be either a tunic, a robe, or a dress) an ability to ignore the regular “torn” or “bloodied” statuses since there’s the understanding that a PC switches between it and a regular outfit depending on where they are.

eA63OF.png


While the game uses Appearance mostly to influence other numbers, in the future I hope to use it to alter dialogues by giving NPCs small comments on PC’s clothes and, for example, smell.

The core goal of the Appearance system was to give a player more perceptible results of actions that involve dirt and struggles, and to support the idea that a PC can gain an advantage by manipulating others - just as with lying and Attitudes.


Updated Bestiary

It used to be that a PC had to pay a lot of money to unlock the Bestiary during a conversation with a special NPC, but after adding many more creatures to the game it turned out that the player was suddenly hit with a lore dump. In the meantime, various creatures are mentioned by NPCs, rarely giving any explanation on what they even are since, in the game’s logic, a PC should already have a shared knowledge.

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The new Bestiary, with its “basic” lore, is available from the start of the game, while additional details and tips on how to defeat specific monsters are added during various interactions and conversations. The NPC who used to unlock this section of the game now only speaks about the new stuff, making their tales brief and to the point.


Visual updates

Every time I’m convinced I’m done with it, I find new ways to update the game’s presentation. I started with taking to heart the criticisms of the game’s title screen:

Eo7VjA.png


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It made the original random quotes appearing at the top of the screen too jarring, so I moved them to a special box that appears whenever the game is launched. They can also be turned off in the game’s settings.

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The more advanced menu changes are difficult to show. In general, the sections now properly fade in and out, gently shifting between various modes instead of using rapid transitions.

Some traveling illustrations were altered. They rarely use the world map icons, now more often using cute little pictures that I love beyond logic:

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And since it was important to keep PC’s mana points displayed at all times, I found a way to present the character class skills as a part of the UI, even though the “Attitude icons” are now gone.

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I also added a silly splash screen to make it clear that the game is launching. It helps me during development, but there’s a chance I’ll remove it before the full release.

RsiLJa.gif




Working on the vocabulary (part 2)

Another SPICY set of game’s world updates. : P This time related not so much to spirituality and magic, as it is to the setting’s politics. The game’s fantasy setting, Viaticum, has finally received a massive update! (nerd alert)


the city -> Hovlavan (a butchered version of Hebrew words standing for “White Coast”)

As the game got larger, keeping the city’s name vague was getting more and more awkward. I also added Hovlavan to the journal, gathering any city-related details that the player either discovers during their journey or sets as “facts” whenever they are asked about it by NPCs.

Empire (the state) -> The Ten Cities

Empire (the land) -> The Dragonwoods

province capitals -> cities

townsfolk -> cityfolk

Imperials -> cityfolk (loyalists to The Ten Cities), the Northerners, the Northern Tribes

Middle Mountains -> The Growing Mountains

There were also other changes, but let’s keep them a secret. ^^


Other advancements

The new alchemy system for scholars was recently reworked for the 3rd time, and I believe each version is an improvement.

Dl5PMA.png


The new fishing system allows the players to gain an unreliable source of fish (which can be baked for food or sold to some NPCs) by setting up traps at various bodies of water, which then can be checked on during PC’s patrols. I wouldn’t call this a minigame, but these tiny interactions add both to the “living off the land” vibe and to the “getting used to the familiar roads” progression.

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The new settings now take a bit of scrolling, but explain things clearer:

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The temporary notifications that show up on the screen are now added to the game’s Archive. Both the small textboxes and the stats-change animations:

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The game’s Credits are now prettier:

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I’ve learned how to use the custom saves outside of the player’s view, so the “respawn” options are now bug-free:

DPwrdT.png


In general, I keep learning how to properly use Ren’Py, so I turn blocks of code into more convenient, automated processes, hopefully making them more reliable.

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

Thank you for taking a look at this devlog, for your support and kindness. I think it was a good one, even if a bit long. You can also find me on socials, and the game the game has Steam and GOG pages on which you can add it to your wishlist. Have a great day!

uJNhx2.png
 
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Moaning_Clock

SmokeSomeFrogs
Developer
Joined
Feb 7, 2021
Messages
655
Looks great. I'm certainly intrigued.

The demo-related parts of the game are now after their second draft. People not experienced with writing may be surprised to learn that this process didn’t add much volume to the text, quite the opposite.

This makes me even more intrigued.

I wished the Fabled Lands game had a look like this, really dig the style.
 

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