Legends of Azulgar cover
Legends of Azulgar screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Legends of Azulgar

Status Report

Hello everyone !

Unfortunately we are lagging behind our road-map. Due to setbacks in development, our multiplayer code is still not ready for release. We also decided to migrate to new version of Unity, which slowed us down for another couple of weeks. At this point we won't be setting up any official dates and next update will be released when it is done. It should be clarified at this point that we are a small team of enthusiasts working on this game in our own free time. Which means our development is slower, but it also means that we are not planning on stopping any time soon either.

Sorry and thank you for your understanding.

Status Report

Hello everyone !

We are currently working hard on finishing the multiplayer code, there are a few features left to implement. Unfortunately we won't be able to meet our goals, but releasing half-working code is definitely not a way to go. After restart update we hoped to release it by the end of February. Its now end of March. With regrets, we have to push the release of the update to the end of April.

Sorry for the delay and thank you for your understanding.

Azulgar New Dawn Update

Hello Everyone !

It has been a year a long year, but we are finally back. After a long struggle we realized, that version we originally released should have been considered a prototype. We encountered many software design hurdles and game engine problems. We strapped too many unpolished features on unfinished core software architecture. Good news is that we overcame all the difficulties and are now releasing baseline alpha version.



We decided to pivot from manually created game world to procedurally generated one. Altough it takes time to develop this feature and we are nowhere close to having a good world generator, it is still better way for indie project that changes a lot. Our game world was also much smaller than reality and felt really out of place. With procedurally generated world we can make everything 1:1 with real universe now. We start with one large sector around planet Mars. Our plan is to add other planets in solar system and possibly some alien places as we go along. Increasing scale of the world also meant that we needed to add some sort of FTL drive along with regular flight. You start with basic ship without FTL capabilities, your first goal is to obtain one. In this version you already have FTL drive in inventory, so find the nereast shipyard and put one on your ship !



One of the main problems was trying to develop many different game modes at once (singleplayer, deathmatch, coop). Starting with deathmatch and singleplayer, then trying to implement co-op on existing singleplayer features. We simplified game design and decided there will be one map and one game mode. So singleplayer = multiplayer = deathmatch = coop. We want to provide one big playground and let players decide what do they want to do with it. One big mistake was developing singleplayer features first and then trying to strap the multiplayer on it. We had to remove multiplayer from game because of this. We now develop everything with multiplayer code in mind. We have functioning multiplayer prototype and are polishing last bugs and will be releasing it quickly after this update (see Road Map below).



Big feature of our game is the ability to design your own ship from parts. Ship editor had to be reworked too. Mostly internally. We needed much more flexibility so we can quickly add, remove and change ship modules. As this is core part of our gameplay and we want to develop it iterativelly and closely with community to see what works best. We tried to come up with a system that will force player to choose a specialization for the ship using modules of their own choosing, not following some rigid class system. In new system we are restricting which and how many modules you can put on your ship by its carry capacity, which is basically mass of its structure (i.e. base construction without any functional modules). To enlarge ship's base structure you need structure parts, whereas functional modules are treated as items that have to be found in loot or crafted. You can send us your saved ship designs located in folder "\Azulgar_Data\Data\Ships\" (send to creatives@szeiner.com) and we will put the best ones in the game.



Redesigning our core space engine, developing multiplayer as one of the main priorities also meant that we had to remove most of the features from prototype version. We want every feature added to game to be functional right of the box and make sense with what is already there. In this alpha version we want to establish basic exploration and survival elements of the game. Right now the game is mostly space ship flight simulator, where you can collect new modules and structure parts to upgrade your ship in shipyard and explore the first iteration of our procedurally generated world.



This version is simpler feature-wise and it may seem that there is little we developed regarding gameplay features last year. That is correct, because most of the 2018 we were developing game engine on top of unity that would be able to handle our original vision and scope. All of the gameplay features were developed in last 4 months. So we hope that following gameplay updates will come more quickly. We are in it for the long run, that's why we did what we did. We want to develop a great game that is also polished and can be easily tweaked, balanced and updated.

You can post bug reports, or discuss game ideas on our forum:
https://szeiner.com/forum/index.php?categories/azulgar-star-commanders.6/

2019 Roadmap



FebruaryMultiplayer Update – early february we plan to release multiplayer features along with bugfixes, tweaks and map improvements

MayCombat & Weapons Update - at the beggning of Q2 (April-May) we want to add back weapons and establish basic combat model that would work in PvP scenarios

August - Mining & Crafting update – at the beginning of Q3 (August) we plan to add mining and crafting and establish the basic player character development progression

December - Quests, AI, PvE update – by the end of 2019 we would like to establish PvE gameplay with basic quests and NPCs


Sorry for the long wait and see you soon !

We are still here

Everything is taking longer than expected, but we are still here and working.







Azulgar Status Report

Fellow Star Commanders !

This is brief status update on Azulgar : Star Commanders development and its future. We now realize that the game was released on early access a little too soon.

Our software design just wasn't prepared for alot of the content we were trying to push into the game. Most of it is based on old code that was not designed with the final vision in mind. We were running into more and more obstructions and hurdles in the development process because of that. You might have noticed that multiplayer was at first part of the game and then was removed after couple of weeks. But there were and still are some others. We have to recode our core game architecture and it is better to do this kind of thing sooner rather than later. So we decided to do it now. This means that the next update will come no sooner than in 3-4 months. But we are determined and unyielding to bring back the multiplayer and increase the scale of the universe to play in. We also need to rework and redesign some gameplay elements to make creating and flying your own ship designs more fun and purposeful. Azulgar is a long term project with great plans, therefore we need to step into right direction at the beginning. Thank you for your patience, we will keep you posted !

Azulgar Development Team

All the best in New Year 2018!!!

Dear players,

Another yeas passed, and we are here again with you. This year, we managed to fulfill many of the plans we have set, a year full of great people, both creation and ideas. Our team has improved as far as it has ever been. We would like to thank you for standing behind us and believing in our work. By next year we are planning new updates to Azulgar but also other attractions that you can look forward to.

Wishing all the best for Lusorion Creatives and Azulgar - Alexandr Szeiner and Tomáš Pšenička

Start your engines Commanders!

Christmas time has come and you will soon be unpacking your presents. We have one for you. We have carefully listened to your views and suggestions, which eventually crystallized our new update. Let's look at it in more detail.

[H1]Let’s get bigger![/H1]

0.209 is the first of a series of major updates that will increase over the next year and will fundamentally change your Azulgar game experience. As we have already outlined, your suggestions have created a new ship control that will completely change your flying and dueling experience. And where else can you enjoy a new way of flying than in a new and larger map of the star system. This map will contain new locations, nebulae or hidden places and it is up to you to explore it.

[H1]Do you wanna build?[/H1]

We are also pleased to introduce our own station construction system where you can build modules and build your future fleet. This system of construction is the first iteration that, in time allow for the automatic construction of the internal areas of the stations.



[H1]Better visuals[/H1]

And as programmers and graphic artists do not crave and prepare for you new, fully-textured models of stations, asteroids and other features that will again improve the overall impression of the game. See it for yourself.






[H1]Languages[/H1]

Because we have large czech and chinese fanbase, we decided to add a new languages, so beside English you can now enjoy the Czech and Chinese translation.

[H1]Update list[/H1]
Build 0.209 Release notes + fixes
- 4K resolution fixed
- All modules resized
- Added new ship structures
- Singleplayer map redesigned
- Added new asteroid models
- Inventory tooltip for items
- Enemy spawn zones added
- Shield don’t bounce other ships on collision
- Added ship collection in Main Menu
- Network synchronization fixed
- File Stream security updated
- Every Azulgar file is monitored and contains version number
- New spawn system with spawn points!
- New danger zones
- New dynamic ship handling


Our team has a lot of work ahead of us, we are already working on further improvements and additions.
We hope you enjoy the new update and Azulgar will make your holidays even more enjoyable.

Merry Christmas to You

Your Azulgar team





Board enemy ships and stations and take control in full FPS mode

https://www.youtube.com/watch?v=l3YyfwlQBbc

1) Go EVA out of your ship
2) Enter enemy ship or station and take it by brute force
3) Kill its crew or incapacitate them
4) Interrogate them for information and gain research points
5) Loot the ship
6) Make the ship a part of your fleet or destroy it
7) Choose between lethal and non lethal weapons
8) Get some melee weapons to get close and personal
9) Choose multiple ways to enter the ship
10) Blow its doors
11) Hack the doorways
12) Sneak through ventilators
13) Explore derelict stations and find out what happened on them
14) Battle the morrid infected crew and steal its secrets

Ship and station interiors + ship boarding coming soon to Azulgar!



Hello guys,

we have been holding this information for some time because we did not know whether it would really work in our game / code. No we are sure. We are working on and EVA First person mode where you will be able to walk on stations, ships, exit your ships and use just your space armour to fly around. You wil be able to board enemy vessels and engage with the crew in order to overtake control of the vessels thus giving you some good loot. You will have a choice of either kiling the enemy crew or take them hostage for interogation and possible slavery. Same goes with Stations. You will be able to fully customize the interiors of your stations and do some cosmetic additiions to your ship interiors. The FPS mode will be handled in classsical point and shoot style. There will be a variety of ways how to capture enemy ships be it hacking and obtaining valuable research data, using the vents on stations for a sneaky approach or just blast your way through airlocks and bring mayhem. Much more information will come soon with videos of the fps mode, shooting mechanics etc. We are so proud that we will be able to bring you this into the game. We think it will give it a completely different level! :)
Here is a WIP picture of a gunship interior.

Your Azulgar Team

Crafting! + asteroid gathering, survival progression and more!

Let us first give you a huge thanks for supporting us! The sales of the game are going really well and people are already starting to talk about LOA and giving us tips for improvements!

We have added the first iteration of crafting into the game. Along with that we have added a basic survival progression and ingame ship editing. Now you will be able to craft various parts for your ships and upgrade them to face the harsh space, repair your ships and significantly change your ships appearance and functionality.

Crafting parts in your base is now handled by farming for asteroids and breaking them down to materials in the base. From these materials you will choose which components to craft and distribute them to machinery in your base. Upgrading your base with factories specialising in making different components is coming too.



Anything in the game will be craftable and everything that you will see will be salvageable. If you choose not to craft there will always be the possibility of just looting, pillaging or doing missions for money that can be used to buy everything up to ships and whole bases.

We have added a base inventory where you will store the items that you have crafted and where your materials will be stored. In the next few updates we will also create a ship inventory where you will be able to store loot that you will find in space.



Additionally when you press "R" you will target your enemy and teh convergence will set for you automatically dramatically improving your aiming.



Please remember that this is the very first iteration of both of our crafting and survival systems. It still has many features unfinished and others might still be bugged. In the near future you will be able to upgrade and build your bases anywhere you want and you will have to defend them against hordes of incoming enemies attacking you in special world events such as Plague of Azulgar. You will also begin with nothing and build everything from scratch. This will be the time when a different dimension is blending into ours and many horrors are coming out of the chasm.

Traders and trade routes are coming. In the next few weeks/ days we will also significantly upgrade the map and give you more areas to explore. Earth and moon is coming, Jupiter and Saturn together with more hostile and friendly bases are to be implemented.

Base management with Crew assignments is coming too. Food distribution, water and waste disposal are things that you will have to take care of too should your base run smoothly.

For the moment we have temporarily disabled online coop mode because of some technical issues that rendered the game unplayable in many circumstances. We will re-enable it in one of the upcoming builds once the technical issues will be resolved. We are sorry for this inconvenience.

Many more features are coming. We have already written some things about the upcoming features in the development roadmap. Its a long read but if you are interested its here: http://steamcommunity.com/games/503010/announcements/detail/1441571401929090889


Changelog:

  • Crafting system added - press “i” when you are in hangar
  • Base inventory added
  • Mineable asteroids added
  • Ingame ship editor added - press “G” when you are in hangar or access it
  • from hangar menu by pressing “i”
  • Starting ships added choose which ship class you want on the beginning of the game
  • A lot of new sounds added
  • New areas added to world
  • Logbook added
  • Quest branching added
  • Tutorial tasks added to coop
  • New models added to world
  • Key Binding fully supported for current game controls
  • Automatic aiming convergence added by default
  • Targeting now works by pressing R on any ship by default

  • Naval gun dispersion decreased
  • Updated ship editor
  • Fixed many bugs in both editors
  • Camera smoothing implemented
  • Fixed sync in MP
  • Morrid movement fix
  • Sounds of weapons and engines updated
  • Starting base now looks better



Your “LOA” Team