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KickStarter Code of the Savage - Ultima 6/7-inspired RPG

Tavernking

Don't believe his lies
Developer
Joined
Sep 1, 2017
Messages
1,222
Location
Australia
That's a big chunk of meat in that kitchen, what are they hunting? Mammoths??
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,774
Reached my milestone goal of 100 NPC portraits!!! (more to come). Creating these has been a lot of fun. 5 years in the making! Thanks all who were part of it!
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cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,774
https://www.kickstarter.com/projects/2106227726/code-of-the-savage-rpg/posts/3341830

Update 38: NPCs!

Greetings Backers!


NPCs
I recently reached one of my milestones. Creating at least 100 NPC portraits. Each one of these takes on average 2 hours (if I don't get distracted...) I will be creating many more ...

These are the new ones I've added since the last update:

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Creating the portraits is one thing... adding the dialogue and NPC to the game is another... The world of Daneth needs farmers and fishmongers and that's what many of these new portraits are. Every farmer or peasant in the game has a unique portrait and dialogue tree. The only exception to this are the disposable town guards.

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I've filled out some more of Bainsfield, adding NPCs and furnishings. Below is the town hall.

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Quest and Journal Log
I have added a quest log to the game and have moved the journal to the same section. I plan on adding both combat logs and NPC conversation logs as well.

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Notes have also been added. They function the same as books but are obviously only 1 page.

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Chickens are now in the game. Whenever I say the word "chickens" it always brings me back to that episode of GoT...

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Bok... bok... bok... I think I'll take two chickens.
I updated the old city walls to give them some depth. They don't look so much like cardboard cutouts anymore.

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... while the log fort walls of Bainfield now look sharper and a little less phallic...

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Transitions between different biomes has been greatly improved.

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Ancient ruins tileset added:

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Added turned over wagon sprite

  • Fixed corpse depth
  • Fixed books showing wrong book
  • Added notes to the game
  • Replaced note sprite
  • Fixed log page alignment issue
  • Prevented multiple log entries of same type from being added
  • Fix mob spawner count crash
  • Added quest log
  • Added option for wait for window close on the display text
  • Optimized NPC sprites
  • Improved transition from temperate to desert biome
  • Fixed arrow crash after engine update
  • Fixed health bar not showing
  • Adjusted path colour
  • Added ancient ruins
  • Added stone temple doors
  • Improved castle wall sprite
  • Added broken pillar
  • Fixed hover text showing blank text
  • Added temple tileset
  • Added new NPC sprite assets
  • Added tents
  • Updated guards NPC sprites
  • Added table saw
  • Added bloodied rag
  • Added log piles
  • Added saw mill
  • Added chickens
  • Added large weapons rack
  • Improved fort wall tileset
  • Added 23 new NPC portraits

Thanks everyone. I am still focusing on content going forward. I plan on engaging outside help from a writer to help with some story direction.


I hope you are all staying safe!

~Geoff
 
Last edited by a moderator:

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
13,093
xQ9vaEH.jpg

Me in the yard again with no shoes, shirt or hat again... or socks.
 
Last edited:

Harthwain

Magister
Joined
Dec 13, 2019
Messages
4,848
I am impressed how detailed and varied the characters are for being literally a bunch of pixels. And I like the art direction for Code of the Savage in general - it is minimalistic but clean enough to serve its purpose. I really hope the combat will be OK, because I am liking everything else about this game so far.
 

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,562
Looks like it'll be fun, but there's something about the artstyle that's just so disconcerting. Its not bad looking, but it does look like everything is distorted in some weird way. Sort of like some versions of the first Road Rash game, but to a less extreme degree.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,568
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


NPC's in Code of The Savage have enemies who they will attack. They can also be aggressive or not. Aggressive NPCs will more likely fight back, while passive NPC's might be more likely to flee.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,568
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.kickstarter.com/projects/2106227726/code-of-the-savage-rpg/posts/3434667

Update 39: Haven Pt 2. NPCs and other stuff

Greetings backers!

This round I did a terrible job of keeping records of changes made to the game... So I am sure I have missed many things in this update...


Haven
Haven is an interesting place. Nestled in a valley that is only accessible via cave; It is the secluded home of the doomsday cult The Children of Eterin - Led by Father Caleb.

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The Children of Eterin
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Cult member, Sarah
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Cult member, Nicolas
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Cult member, Samuel

Haven and the Children of Eterin are inspired by various real world cults. Some of the brainwashed inhabitants of Haven struggle with the cognitive dissonance that comes with such cult like belief systems.
New NPC portraits
9 new NPC portraits have been added. 2 of which are remakes of older ones.

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New animals and monsters
I have added Mycoids - strange bipedal fungal life forms. It is rumored that drinking their blood will enable you to talk with the gods.

Brown sabre bears and black bears have been added, as well as the common street dog.

Lastly, the abomination - A mutated, bloated monstrosity that isn't terribly friendly... enough said.

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Dogs, Sabre bears, black bears, The Abomination, and Mycoids
Ship tile set
I have added a new tile set for the slave ship.

Church of Leysar/The Order
I have made some changes to the concept of the main religion (formerly the Order of Leysar). The Order of Leysar has now been separated into two distinct groups. "The Church of Leysar" and "The Order".

Think of the Church of Leysar as base Christianity, and The Order as a fundamentalist offshoot of the main religion who take it's teachings to violent extremes. (note: The Order is also distinct from the Children of Eterin who worship a different deity.)

The Order were in control of the crown for almost a century during the terrifying Age of Order.


Dewhurst and Bainsfield
I have added many NPCs, dialogues and backstories to the towns of Dewhurst and Bainsfield.

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Marjory of Dewhurst, Wife of Lord Reynold
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Edith. Farmer in Bainsfield
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Cecilia, Tavernkeeper in Bainsfield
  • Added wildflowers nature deco
  • Fixed NPC scripts were not affecting disabled NPCs and items
  • Added side facing doors
  • Fixed being able to add non-equipable items to equipment slots
  • Fixed item use in dialogue
  • Added line of site check for items and use
  • Fixed Crash on using empty spell shortcuts
  • Fixed using while spell is selected
  • Fixed NPCs not using beds during schedule
  • Fixed NPC moving when meant to be immobile
  • Fixed hover text staying on screen when item is moved
  • Added cave entrance to Haven
  • Added dialogue for NPC Sarah
  • Added dialogue for NPC Nicolas
  • Added dialogue for NPC Caleb
  • Added dialogue for NPC Donovan
  • Added dialogue for NPC Troy
  • Added dialogue for NPC Shae
  • Added dialogue for NPC Cecilia
  • Added dialogue for NPC Edith
  • Added dialogue for NPC Clement
  • Added dialogue for NPC Misty
  • Added dialogue for NPC Bethney
  • Added dialogue for NPC Reynold
  • Added dialogue for NPC Marjory
  • Added dialogue for NPC Crawford
  • Added dialogue for NPC June
  • Added dialogue for NPC Rosaline
  • Added dialogue for NPC Irving
  • Added dialogue for NPC Crawford
  • Added dialogue for NPC Brant
  • Added dialogue for NPC Caitlin
  • Added dialogue for NPC Katheryn
  • Added dialogue for NPC Sullivan
  • Added dialogue for NPC Jorja
  • Added dialogue for NPC Runa
  • Added dialogue for NPC Sarah
  • Added dialogue for NPC Nicolas
  • Added dialogue for NPC Samuel
  • Added dialogue for NPC Emily
  • Added dialogue for NPC Elias
  • Added dialogue for NPC Fenton
Thanks everyone and have a good one

~Geoff
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,774
Updated the map. The buildings in the towns are now to scale to give you an idea of the size of the world. Some backers of the KS will get a cloth version... Still a WIP

FVIs_24VsAEjydF
 

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