Fates of Ort - retro fantasy RPG

Me too. lets test it! :wink:

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Wouldn’t say no either.

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I have no problem to record my test play.

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Time for another devlog! I tried adding a voice over this time - please let me know what you think.

We finished a questline involving a shady NPC. He is first introduced in the dungeons of the castle in the north. If the player decides to free the character, his help can be enlisted in releasing the Master, who is standing trial, from his holding cell.

The maps for the Dragonfly Fen were implemented. This is a large marshy area, reclaimed from the sea long ago. It is situated to the east of the Ort grasslands, and is accessible via airship.

We implemented a puzzle which is located in the ancient Temple high in the mountains in the north. The player is tasked with guiding a rolling rock into specific locations in order to unlock doors and passage to further areas.

To the east of the Dragonfly Fen lies an ancient forest. The entrance is guarded by an old and secluded people. In the forest are key areas, such as a giant tree and some sort of factory.

Finally, we added a sleepy and grumpy giant to the Dragonfly Fen. The giant isn’t particularly interested in anything the player has to say, so it is up to the player to figure out if there are any magic spells that could help the giant take a nap.

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Devlog time! Another attempt at a voice over - please let me know what you think. Accidentally only had the left audio channel for the last video, which should be fixed this time.

We have worked on the quest introducing Bracs the Gnome, to make it more impactful. Helping him repair his airship is now a great gameplay moment. Previously, the airship wasn’t taking off after being repaired. Adding this animation (and an accompanying musical track) has really helped lift the significance of the moment.

We have designed and implemented the maps for the capitol city of Ort. This is the epicenter of the events that are taking place during the game, and is a path to the final showdown. Even though this is a late stage area, it is available at the very beginning of the game. This is in keeping with the choice to encourage free exploration of the world, and tackling different areas in the order that the player prefers. There are of course some obstacles that prevent access to specific areas, but the order in which these are experienced is still very free.

We added a musician character to the Dragonfly Fen, and his beast companion. The beast is sick, and the musician needs help to cure it. This is another example where a use of an animation and accompanying musical track (obviously) has really helped the impact of the moment.

Finally, we worked on designing a particle effect to represent a vortex portal to another dimension - the Soul Plains. This was quite tricky to do, because the isometric perspective of the game is difficult to capture in a Defold particlefx component. The vortex may be tweaked further in the future to make it look even better.

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This week we focused heavily on adding more areas, all with a very otherworldly theme. The first one to show is this skeletal underworld. This area is an aspect of the afterlife, and is usually not accessible for the living. The particle effect for this area came out really well. We used the snow particles as a baseline, but inverted the direction upwards instead.

The next area is the internal workings of a specific character’s soul. I won’t reveal too much about it at this point to keep the mystery alive!

The last area to show is the Howling Plains. This is another aspect of the afterlife, a kind of purgatory for lost souls. You will get hopelessly lost here, unless you have someone (or something) to guide you. The area is inspired by the Lost Woods from Zelda: Ocarina of Time. Without a guide, the player will loop around in the plains aimlessly.

Finally, we added this magical barrier that serves as an obstacle to those who aren’t yet sufficiently skilled in the arcane arts. This will be used in a few places as an optional opportunity to find loot and rewards.

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Such a vast world! :smiley: And yet filled with interesting stuff. Really, can’t wait to see it in action :smiley: Btw, how big is your team? :stuck_out_tongue:

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Thank you! It’s grown pretty enormously, yes…

There are three of us. One doing the music, one doing all the art, and me doing all the rest (coding, writing, business/marketing, etc).

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We’ve set a release date! :exploding_head: :scream:

I am currently taking applications for beta testing! Use this form if you are interested: Sign up here

Bonus points if:

  • You can get me video of your gameplay
  • You can test on a Mac or Linux computer
  • You can test Steam cloud saves on Mac or Linux
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Signed! I am waiting so impatiently for this game, surely amog many others! :star_struck:

Amazing trailer! Gameplay looks lit! :fire:

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Signed up with written reports, though I wouldn’t mind recording something too if I have the time.

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Signed up too! Looks cool

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Most recent version of the credits for Fates of Ort. Just a small nod of thanks to @britzl, @Pkeod, @Adam_Westman, and the Defold team in general!

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I have sent some invitations for beta testing out already. Those of you that I have reached out to - please play the game and let me know what you think and if you encounter any bugs!

If anyone else is interested, please sign up here: https://forms.gle/qJVeCVS8kbyNnbWv8

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Hello I find very interesting the things you mention on how creating your game. I also took tiled when I read it here, only I wanted ask you is collision on tiles put it inside defold? or you do it in tiled. I sign up also to see your game even if I don’t play rpg but I like how I saw in videos the fight and I wanted look it. Me I like more turn-based strategy and strategy. Thank you and keep up the good work

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I have created my own system, so it is probably quite different from most things and should be regarded with skepticism :slight_smile:

In Tiled, I have a layer called “Collision”. This will not be shown in the game, but will allow me to mark tiles as “not walkable”.

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Layers have custom properties set by me. The collision layer has the collision property ticked.

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I export my maps into .lua files, and then process those in my game. When my script reaches a layer tagged as “collision”, it does not spawn any tiles with sprites. Instead, it populates a two-dimensional table with 0s and 1s, where one number represents “walkable” and the other “not walkable”. I don’t use Defold collisionobjects to create these boundaries, instead I convert game object positions into the tile location, and check if the game object is allowed to be there or not.

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Very nice thank you for sharing your approach with me. I still have much to learn and spend time in forum to find things. Thanks

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I done sign up but didn’t came sth for press to play. Thanks

Coverage by Nookrium on YouTube. This week the game is going out to press and a handful of selected influencers.

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Coverage by SplatterCatGaming - big deal because his channel is very big. The commentary was great too, I really enjoyed it.

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