Monday 25 November 2013

Welcome to the mountain!

So lately its been all quiet from the Blaze Softworks camp.
...
...
Yeah, that's my fault, I got a job and I've not had time to shout at everyone!
So without further delay, lets get into what we've left you guys out on.

  • Shifts in roles!
         Although we're not known to be the most professional of companies ~(We're hardly known at all)~, we still like to have a set layout for work. So we've shook the story structure up and moved some people around. So Ant who previously was a writer on the story is now chief battle system designer. We're still working on getting him a hat for this role, stay tuned. I, Ash, now have full control over the story and we took a collaborative decision to change from the 3 story layout to an open world type of story, allowing for more character development and player choice.

  • Latest Developments
          Well i've been chugging along where i can with the story, and i present to you some draft work for the Dwarven halls of VIREN FORTRESS!
the dwarves lead you through a huge stone corridor, wide enough to fit 10 Oxen side by side, and then some! As you move forward the large stone gates crash shut behind you, leaving only the dim torches to light your path as you traverse the gargantuan hallway. As you reach the end of the hallway you come to an arch, leading you into a warmly lit courtyard. the grey stone floors were well lit and had a warm red glow to them from the hearty braziers and hearths dotted around the courtyard.


‘Wow...’ Aija gasped, taken back by the beauty of the mountain city, the architecture was astounding, the dwarves were always famed for their craftsmanship and sharp designs, but never did she imagine it would be this beautiful.
‘Its amazing, i’ve never seen anything like this!’ Aija  exclaimed,


‘Aye, Dwarven architecture at its finest. What you’re seeing is just the outer court of the city-fortress of Viren. We’re a proud race, but damned I say. High priest Cairne thinks Calculen smiles out of his arse, but we’ll see. One day! By Rathen’s beard We’ll see.’ the dwarf captain trailed off into angry muttering at this point.
 So yes, that's all very thrilling and all that! Gaz is still working on the engine, banging his head against the wall of buggy code he's created. I'm sure he's okay...


So all in all, we've been okay. We survive as we do! So as always,

Be prepared

-Ash

Friday 11 October 2013

Flow charts don't flow as well as I thought.


I realise the picture is weirdly placed, it's the only way you can read it.

Anyway, this is a BASIC flow chart of the dungeon generation for Basatha I am working on.
That's al I'm going to say to that one.

Gaz.

Tuesday 24 September 2013

Changes are a coming.

So, I haven't blogged for a while.
Why?
Because I'm lazy.

Bye. <3



I'm kidding.

Right, things are changing in Basatha, but what changes?
As you all know, from information and screenshots. The game was being made in RPG Maker.
But, me being me, can't settle for one thing.
SO I'm learning (re-learning) Python and LUA.
Why those two?
Because my friends, those two are extremely powerful and relatively easy to learn.
This mean I will have immense control on everything and not just what RPG Maker wants me to have control over.
This also gives every one else to do more work while I'm sitting here waiting.
I cannot and will not give you an ETA on a prototype or anything because really, I don't know how long this is going to take.
But, I assure you, it will be amazing and I'm extremely excited to see what I can pull out of this, having full control over everything.

For the record, I am still using RPG Maker, because it is really good to keep ideas flowing and seeing how they could look and it keeps everything we have one so far neat and tidy for when I port them over to Python/LUA.

Thanks for your patience.

Gaz~<3.

Sunday 1 September 2013

Aija the Siren

Aija

Aija lives in the small village of Streamview. This quaint little village is quite independent from the looming city-fortress that is Viren. the inhabitants make their own money from trade routes and their taverns. The village has a large wooden fence surrounding it, in order to protect them from the forest and bandits.

Aija is, as far as the townsfolk are concerned, a normal girl. She tends to keep to herself a lot of the time, but can make medicine for her fellow citizens, but is there more to her than meets the eye?

Find out when you pass through Streamview!

'You don't want to hear me scream.' - Aija

-Ash

Wednesday 21 August 2013

Code Monkey: The Collectors Edition.

Disregard the title, I couldn't think of anything witty.

Anyway, I have nothing visual to update yet.

But, I am heavily working inputting the story we have so far as well as a tonne of maps and villages; towns and other wonderful things we have at the moment.

I can tell you though, even though we have a small amount of things done thus far, the game is starting to get big, real big.

I'll update you as quick as I can and hopefully give you some leaked information. *wink wink*

Cheers for your patience guys and/or girls.

Gaz.
 - Code Monkey.

Saturday 3 August 2013

New art time!

New art time! courtesy of Bethan

Whilst everyone else is being productive, i'm staying up and watching anime ^.^ 
I am currently writing Corritas back story, it was only meant to be a basic explanation to post on the blog...it is now 3 pages, so yeah i'll edit that down and post a little on the blog shortly

-Anthony-sama-desu-kun

Thursday 1 August 2013

An introduction to the music and sound producers White Wolf Productions

Introduction to Whitewolf

We at Whitewolf saw everyone introducing themselves explaining where they were up to and thought it would be a good idea, to get ourselves a blog spot on here updating the internet on where we are at with the OST.
Being a very productive team we work with deft fingers and efficient brains to get the soundtrack, which will for some be the most engaging part of the game, to come to life. Drawing heavily from musical aspects used in other RPG games, such as Final Fantasy, Summoner, Devil May Cry, Zelda etc we have begun creating a soundtrack which will encompass a great deal of musical ideas.
This soundtrack will take on a life of its own; the music we hope will strike deep down at the core of the gamer to fully engross them within the game.

The Writing Process
We feel it is important to explain our writing process, as it is the key element in how all these lovely pieces of music find their way to your ears.
Let’s start with the average writing session layout:
  • The purchase of stimulation drinks – A very, perhaps most, vital part of the routine is this without this we are simply like Cloud with no Buster Sword, or Zidane with his brass balls. Put simply we cannot function without being high as kite on caffeine.
  • The prep – The prep sounds like it is some kind of workout, and well in a certain respect it is. We sit down and we begin playing online YouTube videos. *for inspiration* for example this: http://www.youtube.com/watch?v=0gugBiEkLwUthis source of great inspiration reminds us our music can never be as shit these movies are.
  • Boot-up – We then boot up the software to compose on, bet it Reason, Sibelius, Logic, Cubase etc etc. And then we ignore that for a while.
  • Management – Then we get on with some other things non related to the music but instead linked to the other side of the business, the event management.
  • Secondary purchase of stimulation drinks – by this point we don’t even know the day of the week, this is good let’s begin!!!
  • Composing – so we’ll select various patches and instruments, start with a basic loop of a bass line or melody line and then start building up from there.
  • Expanding – Once an idea takes over we begin letting it grow to its full size, this could be that the music needs to be just 1 and a half minutes long, at other times the piece could last for 10-12 minutes for example – The Fire of the Forsaken – piece which is used in the Basatha OST.
  • Mixing – We probably do this, we just can’t really remember doing this.
  • Mastering – See above.
  • Uploading – We do this, uploading our music onto soundcloud for all you lovely people to listen to.
  • The Crash – Then the crash comes, and we usually turn to the internet at this point for some inspiration.
  • The Arguments – We then argue the toss about something which would to the outsider seemingly be pointless, yet, to us, is THE, and I can’t stress this enough, is THE MOST important thing… EVER!
Then we go home to our respective lairs and hibernate until the next session.
So yeah that is the basic layout of one of our sessions, we will at some point get round to showing you a video diary or this.


-White Wolf

Writer, the second introduction

Suppose its time I introduce myself, I am Anthony, the second writer person (don't ask its complicated) i'm the one who derails everyone with funny internet videos and random posts i find online. 

Yup i'm a very productive member of the team....what I am

Anyway, i'm almost at the end of chapter one of the mage storyline so expect a update on that at some point, whenever i am not being lazy, been working on and off on the story for a while, honestly i need to write more often but im a lazy bastard so....
however I have been productive, i am currently writing a second character for the mages story arc the dark elf sollyn, so expect that sometime soon :) 

I need more monster...

- Anthony (powered on energy drinks and Anime) 

Wednesday 31 July 2013

Corrita, the insane Archmage

Corrita

Corrita is an insane mage that resides in a ominous tower overlooking a small village nestled in the Viren mountains. She is very cold and harsh towards others, she sees other people as morons not worthy of her presence after all commoners hold lies and secrets in their hearts, however Corrita also has a secret, she has another side of herself, her mind was damaged by the necrotic realm thus manifested itself as a twisted version of her desires. This taint manifests itself as another personality, one of innocent purity...but also sickening brutality.



“I'm so glad I’m making friends!”


Some handy dandy concepts from our artist Bethan!

-Anthony

Monday 29 July 2013

Another branch complete! (And news)

And just like that, I have completed another branch of our story! It feels so good to be productive! In this latest branch, I've added a side quest with a little romance involved! Let's just say there will be a nice new spotlight coming soon!

In other news, we broke 1000 views for the blog a few days ago! thanks to everyone who's showing interest in this project, it means a lot to us as developers and designers! We hope you will all enjoy the finished product and continue to stick with us!

We will also  be starting the Blaze Softworks podcast soon! The first cast will involve Myself and Ant, aswell as Kyle from WhiteWolf Productions, who make the music and sounds for our game, check them out here!

I think that's just about it for today, there may be a spotlight with some art soon!

As always, be prepared!

-Ash

Sunday 28 July 2013

Massive update!


Massive update!

So, here's a few things I've reworked and fixed.

First of all.

Trees are fixed!
You can walk under them now rather than just into them.

The trees!

Next!

Day/Night cycle is working properly!




Also!

Doors animate when you open them!
Fancy.



Last! (but not least)

Busts in conversations work properly now!





I'll keep you updated with more screenshots and stuff as they come.

For now I'll leave you with a leak.

Combat is going through a huge HUGE overhaul!

- Gaz.






How basatha was started!

Here on the blog, I try to keep things relevant and serious.

But fuck that today

Basatha was started when my friend Gaz learned C++/#. We instantly began work on a gothic/fantasy text based RPG called basatha. The game was going to be heavily stat based, using dice algorithms and basic NSEW controls.

Soon after, Gaz started making scripts for RPGmaker, and thus we converted basatha into the creature we are working on today!

I believe this is how Gaz started that fateful day.





Well that's all I have today! Maybe Ant will post something at stupid o'clock.

As always, be prepared!

-Ash

Thursday 25 July 2013

Coder Introduction.

What's up?

Name's Gaz, I'm the code monkey and the one that puts the game together in wonderful and mildly stressful ways.

I'll be posting features and screenshots and stuff of the game as it progresses.

For now, I'll announce one new feature.

Mouse support.

Enjoy.

- Gaz

Wednesday 24 July 2013

IMPORTANT

Important Notice

I'm now adding other team members as authors to the blog, so more content will come your way! The new members will sign off their posts with their names and signatures.

-Ash

Ayon, The mad cleric of the old gods!

Ayon, the mad Cleric


Ayon is a cleric of the old gods, driven insane by eating the flesh of the undead, Ayon's appearance is terrifying. Ayon dons black rusted chainmail, bearing the insignia of the old gods and wields a wicked flanged mace. He has a scarred and weathered face, black knotted and matted hair and a thick unkempt beard. He has one normal eye with a brown iris, and one blind eye that has whited over time. Although he has a sickened mind, Ayon knows commitment and will follow those who best him in combat.

Come and meet Ayon in his village of Smallroot! 

"My gods are old, they have seen more than you could ever fathom.'

Sunday 21 July 2013

Development Update!

Large update coming to the dev-build. Alpha build coming soon!

Skills level up based on usage
Level requirement for certain equipment
Gain traits when you level up
Better stat spreadage (spreadage?) when leveling
better drop system
website launch from title
better class system
skill fusion
rotational turning
better saving
new game+ system
shop taxes
gender functions and requirements
enemy level, stats and class variants
blood magic
patch system
overhauled menus and battle systems
night and day cycle
better character creation
weather effects
options menu, including sound, window size, windowed or not

many more
roughly 40+ unmentioned.

-Gaz

Sunday 7 July 2013

Quick update for you wonderful folks!

So, here's the deal!

We're working on the story, its coming. It takes to time to craft a living world and an interesting story with living characters.

We're still waiting on art, and pixel art is also on its way!

Side on Side battles now implemented, expect a devblog on that.

We welcome a new team members to the project:

Welcome to Ethan (pixel art)

and White wolf productions have kindly given us some wonderful tunes to bring our world alive!



That's all we have for now, but as always be prepared!

-Ash

Tuesday 2 July 2013

Ariel, Priestess of flames

Ariel, priestess of flames

Ariel is an enthusiastic priestess of  Audoron, the god of fire and passion. She is militant and will defend her beliefs and is, like many of the inhabitants of the city Impetus, Unfriendly towards the followers of Prunia (Godess of frost). She is a acolyte of the city temple and still learning to control her abilities, so do not invoke her wrath.

The temple in Impetus also serves as an Inn, Ariel and her fellow priestesses will give you food, water and other provisions you need when you arrive at Impetus.

Come and meet Ariel in the warm, lush city of Impetus!

Bask in the heat of the mighty Audoron!

-Ash




Monday 1 July 2013

QUICK UPDATE!

Yep, it's been a little while. But here's the deal!

Current efforts:


  • Art has started development
  • Music is being planned and created
  • Game components are chugging away and are pretty much done 
  • Story is being created
  • Lore is being crafted
And much, much more!

Another character spotlight to come right after this post!

And as always, be prepared!

-Ash

Friday 21 June 2013

The plot thickens!

As we are currently filling our Dev-chat with bizarre Youtube videos, I suppose I'd better update the blog.
I am currently writing the 'Fluff' for the cities while Ant yells at me over skype. Gaz is currently working on randomly generated dungeons and we are currently waiting on Art assets from our artist Bethan.
So not much in this blogpost, but we are getting closer. Even if its by a centimeter. Closer all the time.
As always, be prepared!
-Ash

Monday 17 June 2013

Stats and abilities

Hey people!

Work has begun on creating and balancing the skills in basatha. Over the next couple of weeks Ant and I will be creating and setting up effects for spells and skills.

Anyways a better post coming soon!

-Ash

Sunday 16 June 2013

Music!

Hey guys! Here's an update on the music, a couple of posts back I stated I would be stepping down from making the music. This is because I was contacted by an old friend who has formed his own game music group called 'White Wolf Productions',

WWP is comprised of 3 musicians; Jonathan Osborne, Kyle Worrall and Luke Fox. As they are big fans of the J-RPG genre, I'm confident they will do us justice in their sultry tones! 

Onto development news, Gaz is hard at work mapping out the continents and we're having an art and design meeting soon to discuss art assets. Whatever the case, thank you for your interest!

And as always, be prepared!

-Ash

Saturday 15 June 2013

First Vidblog!

So, there was some new game footage kicking around our circle and I decided to make a vidblog!




These will be less frequent than the blog updates, as they take longer and hey, a monkey can tap out a blog in 5 minutes. In other news, we have a basatha specific email now! Just email us at Basatha.game@gmail.com and we will email you back, or if its a good question maybe we'll answer it in a vidblog/devblog!

Anyways, that's all for now

As always, be prepared

-Ash

New Team Members!

Okay people, from now till I don't really know, I will be announcing the new members of the team and what part of the project they're working on. As you are already pretty familiar with me and Gaz, I think it's good that you guys see some of the other wonderfully (heavily more) talented people involved in this project.

So, without any further delays (I mean, you could have just scrolled down, you didn't have to read that) we give you: ANT! (what you expected something big? sorry) Ant will be writing the Mage's personal story as well as helping with the overall design and feel of the world. I feel with his tenancies to spend entire nights designing worlds and playing video games we will have the bulk of the story done faster.

In other news, I will be stepping down from the position of music production, more information about that in the next few entries.

As usual, Gaz has pretty much created build 0.3A and we should have a video of that up soon with all new audio commentary on what we have implemented.

Thanks for showing interest and keeping up with us, and as always be prepared!

-Ash

Friday 14 June 2013

Gaz's triumphant Dev update.

Yes, lots of spam today.

Alright, Dev update before I get hed long into updating the website (other than tarting it up)

Bugs: None so far.
Implemented:
New battle System: You have to charge up before you use an attack
Animations look cleaner and fancier
Enemies level with you HP bars work properly

Other shizz:
8 Directional movement
Game Over gives you the options to retry, load a save or quit

Work in progress:
Better battle system
Ability to jump (don't know why yet)
New UI/HUD
Fast travel
Class system/Sub class system/Job System
Weapons level up (think Fire Emblem)

And many more that I'm too tired to think of.

-Gaz

Battle system prototype!

So, heres a very early prototype of how the combat will work. Using RPGMaker's textures and assets at the moment while we scramble for artists
-Ash

Now for gaz's segment:

Implemented:

Enemy HP Bars work now
You have to charge in order to attack
Enemies levels scale with you, the stronger you get, the stronger they get!
The menu animates slightly better.
8 Directional movement system added.
And other, under the hood bollocks.
Fuck battle systems.




-Gaz


Development report #1

Dev Report #1
Part A Subsection 13 Paragraph 12 Premium Edition Developer Commentary DLC Collectors Version 14

Hell of a name.

Anyway.

Version 0.1A is up and running.
Changes: Town 1 (Name Needed) has been updated. The size has increased. Four new houses has been added. Log Cabin has been added for future quest.

Joey is now recruitable.
Small farm added just outside walls.
4 NPCs are now in the Inn to make it look more real
 Added 1 more "special" NPC into town.
The Wilds has been updated.
Added a ladder down into a shop that randomly generates stock Enemy health bars have been added XP split for all party members has been added

Bug Fixes: Joey no longer gives infinite XP
You can now leave the Inn Bedroom Known

Bugs: New cutscene looping, makes game unplayable past Town 1
Health bars don't show on all enemies
Glacies destroys you and you have to start again, will make it so you don't lose, you just get bitch slapped and then can continue.

Work in progress: Weapon system, the more you use it, the better you get! Visible damage, so you can stare at the wound you just got.

-Gaz

Thursday 13 June 2013

Late night music making!

Hey, Ash here again!

I'm just posting to mention that i'm trying out some ideas for the music in Basatha. Under this post there is a audio clip of what i hope will become the town tune for one of the towns in our wonderful world! As always Gaz is at home with no internet, but i wager he's doing one of three things:


  • Working on Basatha
  • Sleeping
  • Playing video games
I know! Who ever guesses what he's doing and comments it on this blog post gets to design an EPIC tier weapon! You can name it whatever you want and even draw it if you'd like! The winner will be announced in the next devblog.

Also, eventually there will be audio summaries of how development is going and if you guys can help us with our venture! As usual we look forward to bringing you a pretty awesome game full of exciting content and constant updates!


-Ash

Glacies, Lord of Frost.

And within a day we have our first recurring character!

Glacies, Lord of Frost is a friendly mage who will be guiding you through the land of shadows, providing you with help and tips, as well as a nice cool beverage every now and again. Stay frosty kids!

(Glacies was added by request of TK)

-Ash

Wednesday 12 June 2013

Welcome!

Welcome to the Basatha Dev page!


Here you will find updates from me (Ash, writer/designer) and Gaz (Developer, Code-bitch)
We don't do things professionally on here, we just post!

Now for Business...


Basatha is an old school J-style Gothic-fantasy RPG, being developed by currently two guys who will be adding content and regular updates after its release. What's the premise you may ask? This is the premise:



Rathúnas is a dark and malicious place. filled with werewolves, gargoyles and banshees. Many do not see the outside of their city walls in this land. Will you crawl out of your hole? or will you die a trapped and fearful life? the choice is yours, for no one knows what happens out in the forests. But everyone fears the citadel of Básátha, the fabled home of the vampire lords.
Anyhow, that's all for now! Thanks for your time and we look forward to giving you content!

-Ash