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Dev Blog #55

June 20th, 2017

Dev Blog #55

We hope all you dads out there had a great Father’s Day! For everyone else, we hope you had a great Sunday and a pleasant beginning to your week.

Our latest sprint does not have us checking off any road-map boxes, but we made solid progress nonetheless. Another batch of items and icons were added to the game, bringing us closer to the end of those particular tasks. Included with these items were their crafting recipes, which is handy since we can now place crafting stations in the game!

Crafting can be performed several different ways in ToA: Exile. Some items, such as the primitive tools, don’t require anything except their materials to craft. More advanced items require the use of tools and/or stations.

For example, rope can be crafted with a bunch of gathered grass; no tools required. But spinning wool or other fibers into thread requires the use of a spindle and distaff, which is a tool held in the hands. If you want to make large amounts of thread very quickly, perhaps you wish to make thread to trade to others for your needs, you would be better served to build a spinning wheel station. When a tool and a station share a process, sometimes bigger isn’t always better. Spindles will be rather easy to make and use only a few resources, while a spinning wheel will require a skilled carpenter and a great deal of wood. With the increased skill to make a tool or station comes an increased level of skill required to operate said tool or station. Every time a tool or station is used, some of it’s durability is consumed. If your skill is lower than what is optimal for a tool or station, additional durability is lost every time you use it.

Not all stations are improved or advanced versions of a hand-held tool. Working the metals of TerVarus requires multiple dedicated stations and represents a very large investment of time and resources. First a smelter must be built to remove impurities from the raw ore to produce an ingot. An ingot can then be taken a a caster, which will remelt the metal so it can be poured into molds, or it can be directly worked with at a forge depending on what the ingot will ultimately become. These stations will require bricks and mortar to craft, all which must be created by the players as they are not naturally harvest-able. They also must be fed fuel to function, requiring further resources.

That isn’t to say that stations are all difficult and expensive to build. A simple campfire is also considered a station, but requires just a few rocks and other easy to find resources. When fueled, it provides protection from the cold, light against the darkness of night, and a way to cook food to improve the satiation value of said food.

The material requirements for stations will be added this sprint. Building a station will work in a manner similar to building a structure, except that no blueprint will be required. A ghost of the station is placed, materials are added and both active and passive stages can be involved. The more complex the station, the more stages will likely be required to complete it.

The art team is currently working on the sculpt of the juvenile dragon. The dragon has come along way from its cute and somewhat pathetic-looking hatchling stage. As the third stage of the dragon’s growth, many adult features are taking shape and others foreshadow the terror that is to come. I hope to have a picture to share with you all when it is finished.

Clothing for the human male is also in the works. As a gamer who appreciates a set of equipment for its appearance as much as for it’s benefits, I am pleased that we can offer something that players can dress up their human character’s in other than traditional armor. In case you missed it or have forgotten, we shared our early concept art for clothing back in this article.

As always, thanks for reading and following our progress! Share your thoughts with us over at http://www.trialsofascension.com/forum/threads/dev-blog-55.6776/.