Shards of Azuria - BluePotionGames
Hi all,

Following feedback from Build 10, I have put together a small update specifically for fixes.
I will putting this live later this evening.

Build 10.1
  • Included an option for selecting a 4K screen resolution.
    (The default resolultion is still ordinarily 1920x1080, as the game was primarily developed with this in mind.)
  • Holding down CTRL will now allow you attack interactable objects (Doors or Beds).
    (If you have your cursor over a Door/Bed, it will normally be a hand symbol. Holding CTRL will change it to show an attack 'Sword')
    (Then whilst holding CTRL, if you left click, it will attack the object.)
    (Previously, there wasn't a straight forward way of destroying/removing these kinds of objects after placing them).
  • Fixed a bug with Beds not clearing the "occupied space" that it takes up after placing it.
    (This bug only occured after saving/loading the World.)
    (The occupied space is something that applies to larger objects, which stops players or enemies from moving on top of things.)
  • Fixed the output stack amount on the crafting window, where the lists of recipes show for auto-crafting.
  • Fix applied to prevent the Status Effects from certain objects re-applying, rather than just resetting the time duration.
    (This was most notable with crafting stations (Work Bench etc), as it interferred with the crafting system.)

Thank you for your feedback!

Phill
Shards of Azuria - BluePotionGames
Today on August 10th, Build 10 will be going live on Steam.
This will also mark the date of which Shards of Azuria will be leaving Early Access.

Shards of Azuria will is now graduating from Early Access to Full Release status.
Build 10 itself is the flag pole that will mark the end of the Early Access journey.
Almost 3 years ago, 12th October 2016, Shards of Azuria released in Early Access.
I am extremely thankful for the support of everyone during this time.

It was incredibly rewarding to have players experience something I had poured my time into.
Seeing some of the building creations from players and the characters they played was really amazing. But being the first time I have done something like this, there certainly was a lot to learn for the future.

The journey of Early Access has been a long and winding road. It has seen various updates during it's time. From Halloween specials, to Fishing and the one of the most significant additions - Online Multiplayer.

There were also various other changes along the way, that were shaped by the invaluable feedback of players.

It has been a combined effort to mould Shards of Azuria into it's current form.

Thank you all once again for taking part in this journey!
It wouldn't have been the same without everyone's feedback and support.

https://www.youtube.com/watch?v=rDA8KN3h_0Y

Build 10 Changes:


NPCs - Moving & Routes



One of the main areas of change for this build was to change the NPCs in Azuria to be movable instead of static. Previously, they remained set in one place and did not feel part of the town. This involved ensuring the NPCs had appropriate animation sets, were replaced with the static versions and then also had routes applied. The routing itself was also a new addition to allow for a predetermined set of positions to move to.


Conversation Window - Profile/Style, Dialogue Options, Vendor Option



The Conversation window has changed in it's style and layout. One part of this is that the profile images take up less screen space (it felt a bit clogged before). Secondly, dialogue options have been introduced. You may first notice this with the option to trade with the NPC (Vendor). There are also some other occurrences of dialogue options being used now (e.g the new quest!).


Quest Window (New)



A Quest Window has been added, this is to supplement the existing tracking text already shown on the right of the screen. Also, another important change regarding quest (as request from feedback):

Quests to no longer have a max day limit, where they can no longer be completed. So any previous quest that was marked as "Days 1-3" will now be "Days 1+".

New town NPC: Farmer Pete



Farmer Pete has appeared in Azuria and he may need your help with something... A new quest called "A Missing Friend" has also been introduced. This may have something to do with Farmer Pete.

  • New Quest "A Missing Friend"

New Items:
  • Myria Lich Robes

  • Myria Lich Hood




NPC/Enemy Chat Bubbles





NPCs & Enemies have had the addition of random chat bubble dialogue.
I wanted to add a little extra personality through a bit extra dialogue being expressed.

Misc

  • Mytsticism, Might & CunningEssences & Orbs are now for sale from Albinus, Labrys & Phonos.
  • Fixed graphical glitching with Wooden Fences
  • Build 9 was changed to be Full Screen by default and may have caused crashing issues for some players. The default is now back to Full Screen - Windowed.

Shards of Azuria - BluePotionGames
On August 10th, Build 10 will be going live on Steam.

This will also mark the date of which Shards of Azuria will be leaving Early Access.

Build 10

Build 10 itself has already been in the works for a while.
The details I will be able to share on August 10th when the Build goes live.
In general though, Build 10 has had a focus on NPCs & dialogue.
The mindset of the changes are around improving the overall feel of Azuria.
For instance, up until now, NPCs have been mostly static.
With Build 10, I have worked to have the NPCs moving around more, to feel part of the town.
This does mean that the effort has been mostly on improving existing content.
However you can still expect some new additions in the build.

Shards of Azuria Final Release

Now a few words on the next piece of news:-

Shards of Azuria will be graduating from Early Access to Full Release status.
Build 10 itself is the flag pole that will mark the end of the Early Access journey.
Almost 3 years ago, 12th October 2016, Shards of Azuria released in Early Access.
I am extremely thankful for the support of everyone during this time.
It was incredibly rewarding to have players experience something I had poured my time into.

Seeing some of the building creations from players and the characters they played was really amazing. But being the first time I have done something like this, there certainly was a lot to learn for the future.

The journey of Early Access has been a long and winding road. It has seen various updates during it's time. From Halloween specials, to Fishing and the one of the most significant additions - Online Multiplayer. There were also various other changes along the way, that were shaped by the invaluable feedback of players. It has been a combined effort to mould Shards of Azuria into it's current form.

Taking this step has been something that I have been weighing on for a long while. For most of it's lifetime, Shards of Azuria has been in an indie/hobbyist level of development. Blue Potion Games has comprised of myself (Phill) as the main developer/programmer & Cheryl as the artist. Full time development has never been a sustainable situation, save for a 6 month period, that had to come to an end. This means that development has largely had to fit in and around a day job situation.

As a whole, I am generally comfortable with managing that kind of work flow, but it's not without its drawbacks. Developing around a job is slower and less predictable, life can interrupt the flow, compared with the consistency of full time. Unfortunately, whilst I am overall patient enough to develop in this way, it does not suit Early Access itself.

While the work/development balance is a factor, I don't see it as much of an issue.
Ultimately, I feel Shards of Azuria itself has gone as far it can in its current form.
It is inevitably held back by dated technology, built upon an aging framework.
I have known for a long time now, that Shards of Azuria was behind the curve compared with modern tools.

On a personal level, this stems from starting on a development track (more than 6 years ago).
Back then, I was inexperienced and did not expect to push development as far as I have.

What does that mean for the future?
Following the full release, I will be assessing the next step in regards to game development.
It is likely I will still be operating in a hobbyist capacity, developing around a day job.
Although I will likely be setting myself up with a long term mindset.
And I will almost certainly be taking advantage of modern game engines.

Overall, I know that I would be in a much better position to create an enjoyable game by taking this step. Precisely what I intend to develop is still up for debate. But even a game in the nature of Shards of Azuria itself, would benefit from a complete re-develop with a new engine.

That itself would be a complete do-over and would basically end up a new game on it's own. That point alone reaffirms the decision to bring things to close at this point.

Thank you all once again for taking part in this journey!
It wouldn't have been the same without everyone's feedback and support.

Thanks!
Phill
Dec 20, 2018
Shards of Azuria - BluePotionGames
Hi all!

Build 9 is here! (finally). The main focus of this update was with overhauling the menu GUI and redesigning Azuria itself using new furniture.

Menu UI

Build 9 itself has involved quite a bit of behind the scenes programming to improve the GUI.
Before, there wasn't decent way of designing and positioning the GUI elements on-screen.
So I had to do some extra work to allow for in-game GUI design.
After implementing this, I took the opportunity to refresh the appearance of the Menu screens.
I'll also be able to take advantage of this in future, when doing other GUI related changes.

Azuria Re-design

There were 30+ new block/furniture additions in this update.
Adding this new range seemed to fit with a chance to rework the town.
Azuria is now a bit bigger and roomier, with a river flowing through. Fish included. One change to note, which relates to larger items such as beds. The way large objects are placed down has been changed to occupy multiple tiles properly.

Because of the extent of changes to the start town and the way objects are placed, it is recommended that you create a new world in this build.


Hestia is now selling the new range of decoration items:

  • Wood Decor Block

  • Wizard Bookshelf

  • Study Table

  • Fantasy Bed

  • Blossom Wooden Cabinet

  • Blue Arm Chair

  • Blue Bed

  • Candle Stand

  • Cauldron

  • Panel Decor Block

  • Lab Desk

  • Herb Desk

  • Stool

  • Wooden Fence

  • Empty Flower Vase

  • Flower Vase

  • Frilly Bed

  • Frame Bed

  • Glass Shelf

  • Glass Cabinet

  • Pink Decor Block

  • Ornate Chest

  • Small Cabinet

  • Potion Cuboard

  • Skeleton Study

  • Square Table

  • Wooden Cabinet

  • Wooden Tile

  • Cobble Tile

  • Vertical Style Wooden Block

  • Rug Tile

  • Rugged Bed

  • Lamp

Misc Changes

  • When using the Paint Blaster, you can now colour pick from existing painted areas. The default keybind is 'X', but can also be changed in the keybind options.
  • Enemy spawning has been adjusted so that it will not repeatedly respawn in the area you have already defeated an enemy.
  • The "uncrossable bridge" has been fixed.

Thanks!
Phill
Apr 9, 2018
Shards of Azuria - BluePotionGames
Hi all!

An update has been pushed today with some fixes/tweaks for Build 8.

Fixes
  • When teleporting down through the dungeon stairs, the teleport-to position was still on top of the target stair. This meant that if you didn't move after teleporting, you would eventually teleport back (after a 1 sec timer). For most people, this wasn't a problem, as the loading time was quick enough so you moved away. However machines with slower loading times would end up stuck in the teleport position. It has now been fixed to place the player next to the target staircase.

  • Fixed a bug that was resulting in the Azuria Town map from always loading the 'template' version of the map. This meant that any items stored in the chests were being overridden.


  • The spawning of the Blue Skeleton for the quest 'Find Gregor's Note' has been changed to spawn more specifically within the area of the graveyard (in the middle area of the Woodland). The spawning was also randomized, so that it might have taken some time before it appeared. However, it should now immediately appear.

Some changes to the Death Match game mode:

Changes
  • UI now indicates to press the Tab key for the PvP Scoreboard.

  • Day Cycle has been adjusted to always start at the correct time.

  • A new round will automatically start when enough players have joined.
    This is only relevant when the host is by themselves and then a new player connects.

Thanks!
Phill
Shards of Azuria - BluePotionGames
Hi all!

This build introduces PvP multiplayer modes into the game. Online co-op was already previously added, but there was no way of fighting other players.
To clarify, Build 7 only had the "Co-op" multiplayer game type. Whereas Build 8 will have the following multiplayer types:

Story (Co-Op)

This is the existing Co-op game, which by default is friendly to other players. It follows the same story experience as the singleplayer game.
However in Build 8, you can also optionally flag yourself for PvP by typing ".pvp" into the chat console.

Story (PvP)

This is the same as the Story (Co-Op) game type, except that every player is automatically set to be hostile for PvP.

Death Match (PvP)

This is different to the usual story game type.
It follows a conventional death match format except for a couple differences.
Things to note:

  • The character you choose will retain it's name and hairstyle.
    However all items and equipment are temporarily stripped for the game type.

  • At the start a new round, all players are given a basic set of equipment & abilities.

  • There are a plethora of chests around the map, that contain lots of abilities and equipment.
    Players will need to hunt down these chests in order to gain power.

  • If you die, you will drop anything you have looted.
    Pillage from your enemies!

  • There are a number of spawn 'banner' flags on a Death Match map.
    Dead players will respawn at a random one.

  • Death Match has it's own special maps.
    When you choose to host a Death Match game type, the world selection will only list Death Match maps.
    To begin with, there is a map callled 'Woodland Skirmish' available.

  • The max players per game has been increased to 10 for the time being.

  • The default goal for kills is 20. A player wins when they reach the goal.
    Once a player has won, the game restarts for a new round.

  • All players are automatically level 10.

  • Saving of character or world data is disabled.

Thanks!
Phill
Nov 5, 2017
Shards of Azuria - BluePotionGames
Hi all!

I hope you all enjoyed the Halloween festivities, whether you chose to play with a friend or not. However the time has come for Azuria to return to normal. This is a quick update to say farewell to Halloween till another time.

In regards to Multiplayer, I have kept track of issues that players have been having and I am looking towards more substantial solutions to tackle latency de-syncing for players in further geographic locations. In the mean time, I recommend that if you play, you aim to find a host physically closer to yourself.

I'll be doing simulated tests that focus on higher latency. With the aim to make it more playable for those with less favourable network connections.

  • Halloween has come to end. The town of Azuria has returned to normal.

  • Fixed an issue with servers not unlisting properly from the browser.

  • Fixed a bug with the lighting after midnight.

  • FPS counter had been added. It shows when the menu screen is open.
    Previously I only had this displayed in my own developer mode, but I want players to view it too.

  • Latency indicator has been added. It displays in the bottom right in multiplayer mode. Again, I had my own developer-only display of this. However I need player feedback on experience vs latency.

PS: Credit to primalredemption for this amazing screenshot of his personal candy stash. Just don't eat it all at once!


Shards of Azuria - BluePotionGames
Multiplayer (Online Co-op)

Finally! The Halloween festivities return this year, but this time with the new Multiplayer game mode available! This version of Multiplayer is Online Co-op for 1-5 players. It works by using a Steam lobby system. One player chooses to act as the server by hosting and playing. Then joining players can view a list of available servers on the Multiplayer browser. For this build, the only game type available for Multiplayer is Co-op. This means that you will be playing cooperatively together and not attacking each other.

In terms of save data, the host takes ownership of the World and the players keep their own Character data. You can play through the game in the same way you would Singleplayer, including accepting quests and talking to NPCs. Servers can also be password protected and when viewing available servers, you can filter them to show only servers hosted by your Steam friends.



Please be aware that Multiplayer development is still on-going and you may experience some bugs. If you encounter any issues, please see the Steam Discussions for bug reporting. This kind of development is rather problematic, so I am expecting a certain amount of code fixing to do.



Character Profile Re-Design



The profile images shown for NPCs during dialogue have been changed to a pixel style aesthetic. We feel this better suits the style of the game, compared to the previous illustrated look. You can click on the image above to see the new profiles at the size they appear in game.


Sound Re-Vamp

Most of sound effects have have been recreated and finalised for a more consistent sound style. Many of the abilities and monster sounds have been changed, some drastically different, or others less so. Overall, the quality is definitely better and I think certain things are given the quality they deserve now. In particular the Sentientpede sounds a lot more intimidating and now matches it's stature. Many thanks to Chris Dain, who was drafted in to perform the mighty task of revamping.


Halloween

Medea the Witch has returned to Azuria. This follows a return of last year's festivities. Azuria is aglow with Halloween decor. Take part in Trick or Treat (now with friends!).




Other Notable Changes

During big builds like this, I'll often forget to mention little tweaks/changes that get lost in everything else.

However here are a few things to note:

  • 10 more Hair Styles have been added
  • Some HUD GUI elements have been redesigned in line with multiplayer changes.
  • A costume item slot has been introduced. This is to allow for players to equip whole outfits that change the appearance of the character, but do not effect the combat statistics.
  • The Paint Blaster is now classified as a costume item, but still provides the ability to paint.
  • New costume item Blue Maid Outfit has been added.


Most of all, I hope you all enjoy Multiplayer and I hope you all have a great Halloween!



Thanks!
Phill
Shards of Azuria - BluePotionGames

It is still in the early stages of development, but I wanted to share that this is now in progress. I want to share this, so that the community is informed as to what is happening behind the scenes for the time being. Multiplayer development can be problematic and time consuming, so I'm not able to give an ETA just yet.

The first form of Multiplayer is likely to be a Co-Op game type with possibly 1-4 players.
It will use a Lobby system to help with browsing a list of available games to join.
Servers are player hosted through the game itself.
Choose an option in game to host and then play while hosting.

Please be aware that the above may change during development.
But I look forward to being able to share more ヽ(・∀・)ノ

Thanks,
Phill
Shards of Azuria - BluePotionGames
I'm pleased to share that the official wiki solution for Shards of Azuria is now live!

Many thanks to Gamepedia for providing such an excellent wiki service.

The site can be found at the link below:

https://shardsofazuria.gamepedia.com/Official_Shards_of_Azuria_Wiki

In terms of content on the wiki, there is already a great start.
I hope in time it becomes an invaluable resource for any players of the game.

If you feel inclined to contribute, then feel free to create an account and perhaps
start with the Gamepedia Help Wiki:

http://help.gamepedia.com/Gamepedia_Help_Wiki

Thanks!
Phill
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