Welcome to the second feature spotlight where-in each month we'll delve into one of the many features of Tundralia. Today's spotlight is all about crafting, a side feature in the game that allows you to create an array of items by gathering resources, and by learning plans and recipes.
To access crafting you'll need to visit one of the two workbenches located at either Snowborn Landing or Fort Coldwraith, interact with it with as you would any NPC and the crafting interface will appear onscreen.
Crafting
The crafting interface is simple and easy to use. All of the recipes and plans you've learnt will display on the left-hand side, clicking on one will show you the reagents required to craft that item. If you have the required items within your inventory, the items will display in white, if you don't they will appear red.
Once you have all of the required reagents to craft the item, just click the 'Craft Item' button and the crafted item will appear in your inventory and the items required to craft the item, will be removed. It's that simple!
Resources
But how do you get the resources needed to craft items? In the world of Tundralia, crafting reagents can be found everywhere.
Dry Wood, which is used for crafting equipment, and Snow Cap and Icewort, two herbs used for crafting potions, can be found out in the world for you to pick-up. Thin Leather, Broken Armour and Shattered Bones drop off the various enemy creatures that call Tundralia home, and Twine Thread and Snow Wasp Bile can both be brought from merchants.
Recipes
Plans and recipes can also be brought from merchants, as well as received as a reward from certain quests. Upon starting the game you will only now how to make Bone Dust and Metal Scraps, two reagents that require Shattered Bones and Broken Armour to make. But by learning more recipes you'll be able to create potions, armour and weapons.
To learn a recipe, just right click it and press the 'Learn' button and it will be added to your recipe list in the crafting interface.
And that's it for crafting, as the game continues to develop we plan for more recipes and reagents to be added for you to craft. Finally, thanks for reading and stay tuned for the next feature spotlight.
Feature Spotlight l Combat & Classes
Welcome to the first feature spotlight where-in each month we'll delve into one of the many features of Tundralia. Today's feature spotlight is all about one of the core features of the game, combat and classes.
In Tundralia you play as a novice adventurer who has come to the frigid wasteland to grow their fame and fortune, one of the first things you'll do when disembarking the sky-boat to start your adventure is picking your class, either the axe-wielding marauder, spell-flinging witch, or sharp-shooting ranger.
By speaking to the different residents of Snowborn Landing you'll learn the ins and outs of each class for you to then make your decision by learning the initial 'way of the...' skill from your skill tree. This decision cannot be changed once made, so make sure you're happy with your choice otherwise you'll need to start the game again to pick a different class.
The Marauder
Marauders are close combat warriors, that use their rage to power their attacks. Marauders wield 1-handed axes and off-hand shields, along with more heavy plated armour. Given their close proximity to their enemies during the heat of battle, Marauders should prioritise the Strength, Fate and Ferocity stats to increase their health, crit chance and physical damage.
After learning the 'Way of the Marauder' skill, marauders will learn the 'Flame Brand' and 'Thundering Roar' skills. 'Flame Brand' is a melee attack where-in the marauder uses their fiery rage to brand their enemy, causing moderate damage. 'Thundering Roar' is another melee attack, with a slightly longer range but causing less damage as a result of it's increased range. One of these abilities can then be increased at level two to do more damage but at the cost of more mana.
Upon reaching level three, marauders can learn either 'Ragefire', an AoE ability where the marauder explodes in a ball of fiery rage to damage the enemies around them, or 'Weapon Throw', a ranged attack where the marauder hurls their weapon at their enemy. At levels four and five you can then either learn the previous abilities you haven't learnt yet or increase the power of the abilities you have learnt.
At level six you can learn 'Enrage' a 10 second buff that increases your Ferocity by 50. At level eight, 'Scorching Blow' a powerful melee attack, and at level ten, 'Burning Soul' a 60 second buff that changes your base element to fire so you receive decreased damage from holy enemies but in turn receive more damage from water enemies. Similar to levels four and five, at levels seven and nine you can either learn the previous abilities you haven't learnt yet or increase the power of the abilities you have learnt.
The Witch
Witches are ranged spell casters, that use the dark magic of the unseen world to damage their enemies and heal themselves. Witches wield 2-handed staves and off-hand books, along with light wearing armour. Witches fight from afar and should prioritise the Intellect, Fate and Wisdom stats to increase their mana, crit chance and magical damage.
After leaning the 'Way of the Witch' skill, witches will learn the 'Twist Essence' and 'Mark of Terror' skills. 'Twist Essence' is a ranged attack where-in the witch curses their enemy, causing a small amount of damage each second, over 10 seconds. 'Mark of Terror' is another ranged attack which also heals the witch for half of the damage done. One of these abilities can then be increased at level two to do more damage but at the cost of more mana.
Upon reaching level three, witches can learn either 'Fog Mind', a ranged attack that also increases the time between your enemies attacks for 10 seconds, or 'Blood Bolt' a ranged attack where the witch hurls a bolt of blood magic at their enemy causing a large amount of damage. At levels four and five you can then either learn the previous abilities you haven't learnt yet or increase the power of the abilities you have learnt.
At level six you can learn 'Surrender to Fear' a 10 second buff that regenerates your mana at the cost of your health. At level eight, 'Steal Essence' an AoE attack that also heals you for half of the damage dealt, and at level ten, 'Decaying Soul' a 60 second buff that changes your base element to death so you receive decreased damage from nature enemies but in turn receive more damage from holy enemies. Similar to levels four and five, at levels seven and nine you can either learn the previous abilities you haven't learnt yet or increase the power of the abilities you have learnt.
The Ranger
Rangers are hybrid combatants that use their mastery over nature to cause damage both at range and in close combat. Rangers wield 2-handed bows and off-hand quivers, along with medium leather armour. Rangers should prioritise the Fate, Ferocity and Wisdom stats to increase their crit chance, physical damage and magical damage.
After learning the 'Way of the Ranger' skill, rangers will learn the 'Poison Arrow' and 'Quick Shot' skills. 'Poison Arrow' is a ranged attack where-in the ranger poisons their enemy, causing a small amount of damage each second, over 10 seconds. 'Quick Shot' is another ranged attack which deals moderate damage. One of these abilities can then be increased at level two to do more damage but at the cost of more mana.
Upon reaching level three, rangers can learn either 'Ice Arrow', a ranged attack that also slows the enemies walk speed for 6 seconds, or 'Rain Arrows' an AoE attack that deals damage to the enemies in close proximity. At levels four and five you can then either learn the previous abilities you haven't learnt yet or increase the power of the abilities you have learnt.
At level six you can learn 'Call of the Wild' a 10 second buff that increases your Fate by 50 for 10 seconds. At level eight, 'Summon Crow' a damage attack where you summon a crow to claw at your enemy, and at level ten, 'Everliving Soul' a 60 second buff that changes your base element to nature so you receive decreased damage from water enemies but in turn receive more damage from death enemies. Similar to levels four and five, at levels seven and nine you can either learn the previous abilities you haven't learnt yet or increase the power of the abilities you have learnt.
Combat
Combat in Tundralia is done via a tab target hotkey system traditionally used by old school MMORPGs. Abilities are learnt from the skill tree and dragged to the hotbar at the bottom of the screen. To activate a ability, you can either press it's associated hotkey or double click the icon on the hotbar, costing mana and putting the ability into a state of cooldown where in it cannot be activated again until the cooldown is over. Enemies are then selected either using the tab button or by clicking on them.
Combat will then consist of activating abilities in succession, and when they are not on cooldown, to damage your enemies. Once your enemies health reaches zero, they will die and drop items for you to pick-up. This will need to be done while ensuring you have enough mana to cast spells and that your own health doesn't go below zero, as if it does, you will die and respawn at the nearest graveyard.
And that's it for classes and combat, as the game continues to develop there may be changes made to the abilities mentioned for each class, and new ones added as we aim for combat in Tundralia to be ever evolving as game itself develops. Finally, thanks for reading and stay tuned for the next feature spotlight.
Demo Update 0.0.2 | Patch Notes
Hi everyone, I just wanted to say a huge thank-you to the many people who have downloaded and tested the Ogre's Journey demo since it's launch! Having playtest the demo myself and watching the gameplay videos uploaded to YouTube, I've noticed several small bugs that have been squished in this first update to the demo.
The 0.0.2 update also includes a long required system that is in need of some solid testing - the slot-based save and load system! With this addition, you'll now be greeted by the save/load UI upon entering the game where you can either start a new game or load an existing save. To save the game while playing, you'll need to visit the memory scroll found within Stonetooth Village or Resthaven which will load up the same save/load UI for you to select a slot to save too.
Here are the rest of the updates to the Ogre's Journey demo.
Patch Notes:
Slot-based save and load system added
Save and load UI added and accessed via the memory scroll
Memory scroll added to Stonetooth Village and Resthaven
Ripe skymelon quest pick-up moved slightly so it can be found easier
Plague flies now despawn after 2 minutes if not killed
Enemies now reset when the player character is out of attack range and there is no route to reach them
Enemies now reset if the player is out of their follow radius and they get stuck running back to their point of spawn
Interact delay added to dungeon entrance and exit to prevent instantly teleporting between the two
Main quests can now only be picked up after the previous main quest has been completed
Extra step added to quest 'An ogres best friend'
Quest goal added to the mini-map for the 'Find the source of the dragon rats' stage of the 'A dragon rat problem' quest
Space bar no longer selects the select quest goal button after pressed
You can no longer drag empty equipment slots
Window drag and drop has been temporarily disabled to prevent windows disappearing
Recipe ingredients on the crafting window now display tooltips when hovered over
Reagents tooltips have been updated with information on where they can be found
Tooltips have been added to explain how to learn and add abilities when starting a new game
Windowed mode now displays a window around the game correctly
Death caps have been updated with a new model
Size of particle effect on pick-up items increased
Minor visual enhancements have been made to the landscape
As always, any feedback on the demo is greatly appreciated and thanks for reading the 0.0.2 patch notes.
The Ogre's Journey Demo is Live!
The alpha demo for Ogre's Journey is now live for you to download and enjoy!
In the demo you can partake in the first 9 quests in the Shattered Skies and level to level 6, utilising up to to 8 abilities from the Fury, Rage, and Fear talent trees. You can also explore the initial starting zones of the game and delve into the first mini dungeon to get a taste of how the full game will play when released next year.
As this is the first playable demo there maybe some bugs and issues that arise, if you encounter any of these, please leave feedback on the 'Alpha Demo Feedback' discussion board so that they can be fixed. General feedback on what you liked or didn't like is also extremely helpful.
It is also worth noting, that as this is the first demo of the game, the following features are missing:
The ability to save the game and load save files
Being able to level pass level 6 to the initial level cap of 15, and use skills of a higher level
Exploration of the Lava Flats, Ironskull Village, or the Whispering Wilds
Access to the rest of the quests and story
Hopefully you enjoy the Ogre's Journey demo and thank-you for giving the demo a try. If you like what you see, remember to leave feedback and wishlist the full game!
The History of the Shattered Skies
The Shattered Skies are a collection of ancient islands that float amongst the clouds. Home to ogres, dragons, and the secretive race known as the smok, the Shattered Skies has a turbulent past marked by war.
The Beginning
The leaders of the ogre clans have passed down many stories on how the Shattered Skies came to be, but none are truly sure of it's origin.
It is believed that a millennia ago, four great dragons lifted several islands from the world below to create the Shattered Skies, a kingdom for them to rule over and a place for them to nurture their offspring.
To aid them with the defence of their young, one of these great dragons created an army of stone golems, breathing life into them by using the same magic which created the Shattered Skies. It is said that these were the first ogres, tasked with raising the dragon's clutch of eggs and protecting them from the primordial beasts which roamed the land.
The Dragon War
Not all of the great dragons were happy with the creation of the ogres though as one viewed them as a desecration of life and believed they would unleash untold destruction onto the Shattered Skies.
In an act to rid the Shattered Skies of the ogres, it is told that the great dragon who disapproved of their creation used the same magic which created the ogres to empower some of the primordial beasts found on the isles into a ferocious race of lizard-like spawn known as the smok.
These creatures were war hungry and cunning, and in their creation unlashed the untold destruction that the dragon believed the ogres would bring. Turning on their creator the Smok other threw the dragons in a dark and fabled period of time known as the dragon war.
After many years of this dark war, which nearly destroyed the Shattered Skies, it finally ended when each of the great dragons were slain and their young, and the ogres who protected them, enslaved.
This was what is believed to have lead to the start of the enslaved years.
The Enslaved Years
None of the ogres alive during the enslaved years remain, but their stories are told around campfires and their spirits honoured through rituals by the clans. The enslaved years are said to have been the bleakest period in the history of the shattered skies in which the surviving ogres and dragons were forced to build great cities and monuments for the smok who spent their time trying to learn the magic of their long dead dragon creator.
The Smok Empire covered all corners of the Shattered Skies but in the shadows a brave ogre known as Dakog was working to unshackle and rally his people and the dragons his ancestors protected. United as one the ogres and dragons took the smok by surprise and in one swift swoop they toppled the cities and monuments they had once built for them.
The smok were eventually forced back to the region of the Shattered Skies known as the Far Reaches by Dakog and his army and peace returned to the clouds.
The Founding of the Clans
As reward for their part in the liberating the Shattered Skies, four of the strongest ogres were gifted parts of the land for them to rule over by Dakog, with the ogres separating under their leadership into the different clans.
Tried from the many years of war and enslavement which had taken toll on their numbers, the remaining dragons chose different areas of the Shattered Skies to call their own, slumber and eventually nurse a new generation of dragons.
After Dakog's death, many uneventful years of peace passed. The clans grew into their own with their own traditions but all remembered the plight of their forefathers and their bond with the dragons.
The Rising Darkness
But peace does not always remain, and the winds whisper of a growing darkness returning to the Shattered Skies.
This is where your adventure begins, as a young member of the Stonetooth Clan you have come of age to undergo the three trials every clans member takes before finding their place in the world. Your trials are soon derailed by this darkness though, and it is up to you to help protect your clan, save the Shattered Skies and create your own history...
The World of Ogre's Journey
In Ogre's Journey you play as a young ogre who has come of age to undergo the three trials every member of the Stonetooth Clan must take before they go off and find their place in the Shattered Skies.
But what are the Shattered Skies like? Home to clans of ogres, dragon broods, and the secretive race of hostile lizard-men known as the Smok, the Shattered Skies are a series of floating islands found amongst the clouds.
Stonetooth Village
The Shattered Skies is a harsh landscape of tropical forests, winding canyons and bubbling lava fields, but the ogre clans have managed to carve a home for themselves amongst the chaos. The Stonetooth Clan, the tribe you belong too, call Stonetooth village their home. Huts made from the bones of ancient dragons cling to the edge of a tropical isle found upon the upper reaches of the archipelago. It is here where you'll find Matron Muk'tiz the matriarch of the Stonetooth Clan who'll bestow the first trial you must complete. The village is also home to an array of villagers and merchants who are in need of your help with various tasks.
Ironskull Rock
The other major settlement found nestled amongst the islands is Ironskull Rock, home to the hardy Ironskull Clan. Their fortress borders the hot lava fields in the lower reaches of the archipelago. The Ironskull clan are more industrious than the other clans, mining the land for a black ore known as obsidianite which they use to forge their weapons and armour. Members of this clan are vary of outsiders so it will take time before you are trusted enough to enter their gates.
The Lava Flats
These volcanic crags are a hostile labyrinth of stone, bones and lava. They are also where the greatest deposits of obsidianite can be found, members of the Ironskull Clan have mined out the centre of the island into a precarious quarry where lava and fire devils make mining a dangerous job. An array of creatures can be also found living within the Lava Flats from flame elementals to red dragons.
Bluewater Peak
Water is a rare resource in the Shattered Skies, so any spring of water is a sacred site to the ogre clans. Bluewater Peak is the name given to the waterfall found on the upper level of the archipelago. The Stonetooth Clan revere it deeply and will often go on pilgrimage to bathe in it's crystal clear waters. The waters have also sprung life into it's surroundings, birthing a dense rainforest home to magical ents and colourful beasts.
Temple of the Scale
Within the centre of the Shattered Skies floats the Temple of the Scale an ancient shrine built by the smok many years ago. The ogre clans are unaware of it's purpose but the massive structure can be seen from nearly everywhere on the archipelago. Only time will tell what secrets are laid within it's stone walls.
Your journey in the Shattered Skies will take you across these locales and more, and who knows what other islands lay floating within the clouds just waiting to be discovered...