Savage is equal parts inspired by the Conan stories by Robert E. Howard, my fascination with Zelda II (yes, yes, I know - the black sheep of the Zelda family), other games of its ilk (like Gargoyle's Quest) and a healthy dose of general barbarian fetishism.

The final product will (hopefully) include a varied, somewhat open world to explore, an interesting little tale filled with machismo, magic and muscles, day/night cycle, overworld hunting/tracking, lots of action/platforming, fun melee system and some mild RPG elements (item use, leveling up, gear, crafting and the like).

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RSS Articles

Thrusting All Over

News 4 comments

Horizontal thrusts? Up thrusts? DOWN thrusts?! I've got you covered, Barbarian Horde!

The last few months I've been grinding away at the one last juicy feature I felt was necessary to make Savage really shine: Directional combat! I mean, I can't cite one of my big inspirations as Zelda 2 without allowing players to strike their enemy's head from above. Let's have a look.

Directional Combat




Across several new player states, new sprites (774 frames), new armor sprites (2,322), shield positions (you can also shield bash upward and downward!), and weapon positions, bringing the pain to the baddies is now possible from WHEREVER. This has also fixed certain issues I wasn't excited about. Situations like climbing a ladder and having a stubborn enemy directly above you, or some harder to hit, low lying enemies like the cave crawlers and rockbiters.

This also makes existing enemies (like skeleton warriors that spawn with specific gear sets, for example) that are able to mimic the down/upward attacks feel a LOT more fair, giving the player the same strategic choices -- making combat feel WAY more interesting.

Timing a perfect downward strike and HOLDING the attack button also gives you some good air on your bounce!

Let's Talk About the Weather

In those gifs above, I'm sure you've noticed some new sprites and visual effects, like new clouds, and an honest to goodness SUN in the sky. Good eye, I say! There is now a fully functioning dynamic weather system, along with new sun sprites and effects, moon sprites (with actual phases, i.e. new, waxing, waning, full), new cloud sprites that reflect the day/night/weather change, and star constellations that correspond to the different deities worshiped (or abhorred) in the world of Lor.

Here's a look at all of that in action in the 2D platforming sequences and the 3D overworld:




The weather system is also dependent on what in-game season it is (and what location you are currently in -- probably not going to snow/blizzard in the desert, ha!). Along with it, a slew of new backgrounds reflecting things like snowstorms (and winter) have been added:





New weather types include clear skies, cloudy, thunderstorms, light rain into rainstorm, snow, and blizzard.

The combination of location, day/night, season, weather, moon phase, and dominant constellation can, and sometimes WILL affect what sort of randomized encounter you are going to have on the world map.

There are also some secrety fun things constellations can do, depending on what God's fetish, fetish level, and FAVOR stat you currently have (more on that in a future update!).

Daggers in the Dark

The new Gosen Highlands location also brings with it some new areas, dungeons and baddies, like the Noctwurm Assassin, courtesy of the Noctwurm Cult (all with their own backstory and lore)!



Patch Notes and Release Breakdown

NEW FEATURES

  • able to attack upward and downward from all appropriate player states (i.e. DOWNTHRUSTING!)
  • new animation sets (across 774 player frames, 2,322 armor frames!!), weapon and shield placements, and armor sprites to reflect the new directional attack feature
  • Dynamic weather added
  • Clear skies
  • Cloudy/foggy
  • Thunderstorms
  • Light rain
  • Rainstorms
  • Snow
  • Blizzard
  • Sandstorms are planned for appropriate areas
  • The dynamic weather is dependent on the current area (biome) you are in, and what game season (fall, winter, spring/summer)
  • New sun sprites and effects to reflect runrise, noon, sunset, and if there is currently "bad" weather
  • New cloud sprites that actively reflect the time of day and current weather
  • New moon sprites and moon phases
  • New stars and constellations that change over time
  • New seasonal backgrounds for different areas to reflect the change in season
  • The day/night system, along with factors like season, weather, moon phase, and what constellation is currently dominant in the sky will affect the randomized encounters on the overworld map. Constellations and their corresponding gods will also trigger certain events and secrets on the overworld map (MUCH of this is still being worked on!)

COMING SOON

  • New Gosen Highlands overworld props and locations including the "Hell's Teeth" dungeon
  • Gosen Highland specific enemies, including members of the Noctwurm Cult (assassins and ambush-y warriors!)
  • Vanaheim overworld props and locations
  • Vanaheim specific enemies, including icy themed monsters, frost giants, and the Vaniir - hardy frozen wasteland warriors
  • Bug fixes... ALWAYS bug fixes

A reminder - Kickstarter backers can access all the newness via Steam, provided they have redeemed their Steam Keys.

Groupees Greenlight Bundle folks can access the same from their product pages (their Steam Keys will unlock once the game is released).

Why Is This Taking So Long

I have zero excuses why this is taking me as long as it's taking, but the reasons are pretty important. Wanting to deliver a game to you all that is worth your time to play is chief among them. It turns out trying to make the best damn game I possibly can takes time, and more time than I initially accounted for. That's 100% on me, and I'm sorry for making you all wait so long.

I will also not release a crippled, ugly thing that I am not proud of, ha! So, the battle continues, but the end is certainly in sight. With the directional combat completed, in the game, and fully functional (and actually feeling pretty great), aspects of the game like personality, mood and atmosphere are coming together very quickly. Especially with the new atmosphere and weather effects in place, the game is looking and feeling like the game I wanted to bring to life in the first place - and I have all of you to thank for that.

The current step is content, content, content (finishing dungeons, NPCs, items, weapons, armor and shields, and a handful of enemies that are not completed to flesh out certain areas).

So again, thank you for your patience, your involvement, and your support - it is keeping the fire going bright, strong and SAVAGE... (*ahem*)!

Your loinclothed (is that even a word?) friend,

-Matt

P.S. Forgot to mention! If you're curious about checking in on the game's progress more frequently, I have been very active with live development streams here: Twitch.tv

New Playable Build!

New Playable Build!

News 3 comments

DreamHack Austin, PC Gamer Interview, and NEW BUILD!

'Tis The Trailer!

'Tis The Trailer!

News 1 comment

New pre-launch trailer is now live! Direction, cinematography, visual FX - Christine Carstairs.

Seven Palette Army

Seven Palette Army

News 5 comments

Talking about new and palette swapped enemies, area and level tuning, and a bunch more!

I Have Something to Say!

I Have Something to Say!

News 2 comments

Update to dialogue and Quest systems. New quest, sub quest, and dialogue events added!

RSS Files
SAVAGE The Shard of Gosen Alpha Demo 7.0

SAVAGE The Shard of Gosen Alpha Demo 7.0

Demo 3 comments

2017.09.13 - Updated to a7.0 This build will be updated while the game is in alpha

SAVAGE: The Shard of Gosen alpha 4.5

SAVAGE: The Shard of Gosen alpha 4.5

Demo

SAVAGE: The Shard of Gosen alpha 4.5 - Lots of new content in this update, including shields and the undead!

Savage: The Shard of Gosen (public alpha 03)

Savage: The Shard of Gosen (public alpha 03)

Demo 1 comment

This public alpha build has been rebuilt on a new architecture, and is what I'll be using throughout development from now on. This build fixes a number...

Halloween Goodies Bag

Halloween Goodies Bag

Wallpapers

I threw together some goodies for you (or anyone who's interested) to consume! The "bag" includes: Wallpapers, NES retro controller overlays, and a few...

Savage: The Shard of Gosen (second public alpha)

Savage: The Shard of Gosen (second public alpha)

Patch 12 comments

Second playable build, alpha 0.4.2.3 is out! - 10/21/2013

Savage: The Shard of Gosen (first public alpha)

Savage: The Shard of Gosen (first public alpha)

Demo 12 comments

So - I have shamelessly copied/pasted the following from my ​Game Jolt page (because, no sleep for a billion hours!! :D ) - I made it! I managed to...

Comments  (0 - 10 of 46)
AvatarSCA
AvatarSCA

The new build looks awesome. It's really neat to see all of the extra story you're putty into it.

One question about the build though. I got to the part where all the villagers are mining and there is an iron door and gold door near by. Watching your playthrough it seemed like this was where I can talk to them and receive a pick axe. However for some reason I can't interact with anyone or with the doors even though I have iron keys.

Might just be a big on my system or perhaps I'm totally brain dead and am just missing something :)

Specs
Win10 Pro
Intel Core i7 920

Thanks!

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toborprime Creator
toborprime

Oh crap! Sorry for the late reply -- IndieDB doesn't alert me to new comments (every blue moon the notification system decides to work).

The NPC dialogue and interactions are coming in the next patch -- as of now they aren't implemented yet and you do not need the pickaxe to progress. If you go to the room immediately to the left of the slaves, one of the crates will contain an iron key that you can use to get into the iron key door.

From there, the rest of the demo is accessible.

Of course, you can always wait til the patch is deployed to engage in conversations, the new quests, etc.

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Egg_Jav
Egg_Jav

Looks awesome!

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toborprime Creator
toborprime

Thanks!

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Scrabbit
Scrabbit

Really good stuff so far! It's quite tough but really satisfying and it looks and controls brilliantly.

If you don't mind me saying though, the sound design and music style doesn't quite seem to fit. Visually, it looks like a Super Nintendo game and the chiptunes and simple synthesized sounds feel a bit out of place next to that kind of visual fidelity. The melodies and such are really cool, but I think they'd fit better played by orchestral instruments. Preferably using less realistic/cheaper sounding VSTs to capture that early 90s SNES sound. The walking sounds can be a bit loud as well, but it's an alpha so I'm guessing sound levels are really not a priority right now!

Just my two cents anyway, really looking forward to playing this in full!

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toborprime Creator
toborprime

Thanks Scrabbit! Yeah, I have yet to do a real audio pass on everything (those pesky footstep noises included) -- and the music will get a bit of a makeover as well. Won't be quite the synthesized midi-esque symphonic stuff of, say, the SNES, but it will sound more high fidelity than straight up NES chiptunes. The stuff in the game right now is mostly place holder.

This is all stuff on the todo list to be tackled once the game is nearly complete.

Thanks again!

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InaudibleSound
InaudibleSound

nice

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NotGamerButPlayer
NotGamerButPlayer

Hello
I played the first alpha version and the latest version. I noticed that in the first version, you could move faster on the map by holding "A" and moving with the arrow keys. In the last version, it doesn't work anymore. Anyway, i love the concept of the game. Awesome graphics and gameplay, but there's one thing i noticed... Wooden Club does almost the same damage as the sword, but the club hits a lot faster than the sword.

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toborprime Creator
toborprime

Hey, thanks for giving it a shot! Holding the 'A' button while on the map screen was a debug thing I forgot to remove that allowed me to zoom around the map.

And yes -- for that build you played (which is around 2 years old by now) I did almost no balancing and just sort of threw a prototype together.

These issues, and more, are getting fixed up. Thanks again for playing, and for commenting!

Reply Good karma+2 votes
TheUnbeholden
TheUnbeholden

Any plans on a early steam release?

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toborprime Creator
toborprime

Good grief - sorry for the late reply. IndieDB refuses to alert me to comments.

Are you referring to Early Access? I want to avoid releasing the game in that way. I don't think a game like this would do well in a retail system like that, since it's not a "living" game - i.e., procedurally generated with tons of modular elements added over time each year, and all that.

It would be like playing Super Mario Bros. 3 or something, where like, every month a new zone or handful of levels was added.

Reply Good karma+1 vote
LordofGilneas
LordofGilneas

Is Savage dead? We haven't received any news.

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toborprime Creator
toborprime

Never!

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Savage: The Shard of Gosen
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