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KickStarter Code of the Savage - Ultima 6/7-inspired RPG

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769
Gruesome discoveries.
FYVYE7nVsAAKpGT
 

Atrachasis

Augur
Joined
Apr 11, 2007
Messages
203
Location
The Local Group
That is U6 scaling all over again.

That's not a bad thing. Britannia felt massive in both U6 and U7. Though this was, to a large part, due to a clever use of terrain obstacles (such as Serpent's Spine and Lost Hope Bay) making journeys between points of interest take much longer and cross more varied terrain than the size of the map would suggest.
 

Cael

Arcane
Joined
Nov 1, 2017
Messages
20,625
That is U6 scaling all over again.

That's not a bad thing. Britannia felt massive in both U6 and U7. Though this was, to a large part, due to a clever use of terrain obstacles (such as Serpent's Spine and Lost Hope Bay) making journeys between points of interest take much longer and cross more varied terrain than the size of the map would suggest.
I have always thought Britannia was too small in both U6 and 7. I would have preferred it to be 2-4 times bigger, but the density of interesting areas would be diminished.

U5 gave a sense of bigger world than 6 or 7.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,511
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Beefy new update: https://www.kickstarter.com/projects/2106227726/code-of-the-savage-rpg/posts/3521638

Update 40:​


Greetings backers!

SO Kickstarter finally let us center images. What a time to be alive!... Anyway on to the update...

World Map​

I've updated the world map which was very off. The buildings on the map now represent accurate locations and sizes. This will also give you a good feel for the world size. Road locations are now accurate too. I also added a splash of colour.

aa290b0467ef8c7bfd99f6ab684e5333_original.png


World map updated
876b2f812c4af92e8087fd6ef6cae19c_original.png


Hedge maze
c6787427029377a3b8455b79c854be92_original.png


The bone fields


Weapons​

I've added a bunch of new weapons and other items such as jewelry and shields to the game.

ac50e4a6c5b867937aa8d666ae688449_original.png


New weapons
92731dd4af63828d46424159f336c501_original.png


Bear mask
b260fe5f5d284703b229fa8cc84e6e9f_original.png


Paladin armour set
3c888470cb2d4979c245c197928a846a_original.gif


New weapon animations by type


The "Dreamscape" Realm​

Gunni, the psychedelic shaman wants you to help him brew some of his magical cactus juice. Drinking it will send you to the "dreamscape realm."


The List​

  • Added weapon kryss to game (art was already done)
  • Added weapon Blood Drinker to game
  • Updated axe sprite and added to game
  • Added Paladin armour set
  • Added bear skin hat
  • Added gambeson armour tunic
  • Added support for negative bonus values for armour hover text
  • Added support for weapons to be drawn at the front of the player avatar
  • Adjusted Dark Heart armour colour
  • Added support for armour tunics that need to be drawn over leggings
  • Fixed crash when swapping items on the ground for items in an item box
  • Added extra landmass at the starting area
  • Added help in main menu
  • Fixed crash when trying to draw avatar while unarmed
  • Added sound volume sliders to main menu options
  • Added credits to the main menu
  • Fixed usable light sources not turning on at startup
  • Goblins renamed to zurlok
  • Updated map
  • Fixed Quest log and journal entries not scrolling if one side was not long enough to scroll
  • Fixed NPCs starting on wrong animation frame in cutscene
  • Added Bear Claw weapon
  • Added dialogue for several NPCs
  • Added 2H sword avatar sprite/animation
  • Added dreamscape realm (thanks to the magic cactus juice)
  • Added cave path
  • Added bone deco sprites
  • Updated 2H sword item sprite
  • Fixed water shimmer effect bleeding over onto land
  • Added support for different attack animations for different weapon types
  • Added bashing weapon attack animation
  • Added the bone fields area
  • Added road direction signs
  • Rocky outcrop sprites improved
  • Added Trident of Leysar weapon
  • Added bashing weapon attack animation
  • Added ornate axe
  • Added hunters bow
  • Added bone bow
  • Added war hammer
  • Added hammer weapon
  • Added halberd
  • Added rune hammer
  • Added rune sword
  • Added bone club
  • Added hacking weapon attack animation
  • Added claw weapons attack animation
  • Added Rune shield
  • Added wooden shield /improved sprite
  • Added silver ring
  • Added bone ring
  • Added Ring of The snake
  • Added cursed ring
  • Increased base value of most items
  • Added move amount cutscene script
  • Fixed range weapon attack

~Geoff
 

Tavernking

Don't believe his lies
Developer
Joined
Sep 1, 2017
Messages
1,219
Location
Australia

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,511
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.kickstarter.com/projects/2106227726/code-of-the-savage-rpg/posts/3521657

Update 41: Intro Scene​


Greetings Backers!

Intro sequence​

The intro sequence has now been added to the game showing how the player ends up on Daneth under tragic circumstances. It is very much open to suggestion and definitively subject to change.

I'm very interested in getting your feedback - positive or negative.




Other stuff​

  • Added intro scene
  • Added weapon swing animation for NPCs
  • Added temporary dialog dummy object for cutscenes
  • Sound falloff script now checks camera position, not player
  • Fixed NPC corpse alignment on death
  • Added instant camera move and fade in to cutscenes
  • Blood screen now follows camera, not player
  • Fixed player gaining XP when an NPC kills an NPC
  • Copses now fall in the opposite direction of the attacker instead of randomly
  • Zone checking now more efficient
  • Added offset option for display text
  • Added screen center helper object
  • Added cell doors
  • Fixed NPCs disabling during cutscenes

~Geoff
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,769

Dialogue between the player and a puritanical priest in the Church of Leysar.​




Brother Mathus is a puritanical priest who follows the teachings of Leysar to the letter, and strives for purity... He's written several books which can be found throughout the game.
 
Last edited by a moderator:

LostHisMarbles

Learned
Joined
Apr 28, 2021
Messages
956
This looks glorious. I just love the looks. If the sounds are equally old school and well done, damn..

Bit of a worry, about his age, what the writing and pacing's gonna be like, but his work so far indicates he has it. Glorious.
 

LostHisMarbles

Learned
Joined
Apr 28, 2021
Messages
956
With shadows, it has the potential to be taxing, because the eye needs to focus on it for a touch longer, it's as if it's blurry; give yourself a long run and i can see this becoming an issue. Without shadows, it has a tendency to get 'lost' in lighter backgrounds.
So i couldn't give a shit where it's been used tbh, still don't like it. Not on modern monitors. Sorry :)
 

Tweed

Professional Kobold
Patron
Joined
Sep 27, 2018
Messages
2,880
Location
harsh circumstances
Pathfinder: Wrath
It's the font used in Dark Sun. Prestigious stuff.

And a mess of other RPGs of the era including everything from big names like Daggerfall to literal whos like Prophecy of the Shadow. If you insult this font, you insult an entire generation of CRPG readability.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
4,821
About the font - It would help to make it look more sharp/smooth, instead of keeping it pixelated/edgy as it is. I get it's supposed to go together with the visual style of the game, but it is jarring when trying to read.
 
Last edited:

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