Progress Update: Almost There!
The good news of this week of development is that things are going smoothly and the mod is on track to release sometime next week. The mod has entered the final stage of development and testing, the nexus page has been set up, and the final touches are being applied to ensure a bug-free experience upon release.
A few final elements were added to the game to bring this underground world to life, as new recipes have been added to allow players to create a variety of Dwarven themed dishes using newly introduced ingredients from this mod.
Additionally if players have the right enchanting perks (Soul Siphon; Ench Lvl. 20-40) they can craft soulgems using refined Azure just like the Dwemer did that inhabited the caves centuries ago.
New house, who This?
One of the features of the mod that has received a large overhaul is the player home known now as "Azura's Manor" which is awarded upon completion of the mod, in all honesty, this was rushed back in 2016 in the original release of the mod due to inexperience and impatience, but now the manor has received the rework it deserves making it worthy for the champion of Azura.
That's all for now, expect the mod to be released by this time next week.
We hope players have as much fun playing it as we've had reimagining our first passion project.
-The Northward Team
A few months ago we began development on this massive overhaul of our first mod ever released.
We've changed a lot to get the mod to where we originally wanted it to be at it's initial release, in its initial state we felt like the mod was too bare-boned, and lacked a lot of explorable side content. So we've set out to add in-depth extras and goodies hidden throughout both the caves, and the surface locations.
In addition to this we've added new creatures, and weapons featured in Skyrim's DLC's including Dwemer scouts that use crossbows, Vale animals (deer and Sabercats) and Falmer chiefs and tribes.
Development is going well, and there's so much more we wish we could add but we have to stay within the scope of what's do-able, and what's better left to the imagination, since we are a small team after all.
Checkout either the pictures above, or the video below to see some of our newest additions to the mod showcased:
In addition to all the new locations, enemies, and scenery we've changed, we've also taken a new look at the backstory, and other major elements of the mod,
some of which being the full story behind the Dwemer and the massive cave system featured in the mod.
The general revamped plot will be as follows:
The mod will follow the mysterious disappearance surrounding a group of religious Dwemer who worshipped Azura. Azura found favor with this group and guided them underground to a large cave system full of crystals which could be mined and refined into weapons, gems, and armors. You will uncover their secrets, explore their old cities, and fight their restless spirits as you seek to find a missing scholar who like you has been caught up in this underground world.
In addition to this revamped lore, we've also added new spells, ingredients, and skill books that will be added throughout Skyrim for an extra sense of depth and immersion.
But that's all for now, stay tuned for more info as we continue development.
-The Northward Team
Future mods, game releases and more
The Tale of The Dwemer for Skyrim SE:
4 years ago we released our first mod titled "The Azure Tree" for the Skyrim, the mod was a very ambitious questline mod featuring hours of explorable content added to the game, and maybe it was a little too ambitious for its time.
We had big plans for the mod, however due to inexperience and limitations, our ideas weren't fully flushed out, and the mod was released regardless.
The mod received positive feedback (despite some of it's obvious flaws in our opinion).
Over the last few years we've gained a lot of experience and want to give the mod the real special treatment it deserves.
Coming in 2021 is our new revamped version of the mod, specifically designed for Skyrim Special Edition, featuring:
The mod will be retitled from "The Azure Tree" to "The Tale of The Dwemer" to help differentiate the two separate versions.
We'd like to thank everyone who has supported the mod in the past, and we hope that you download it again when it's released later this year.
Here's what to expect in the release of the mod:
In other News...
One of our upcoming games "Blood of the Alchemists" has now entered alpha testing, and the store page is now up and running. You can follow the development process of both of these projects on this page. If you are interested in our game, please Wishlist it on steam to let us know how we're doing.
As we've been hard at work for the past few months developing the sequel to Tales From Evenfall, we've had the opportunity to expand and refine the world of Edina.
Head on over to our "World", "Characters", and "Story" pages to learn more about the characters, locations and backstory of Tales From Evenfall.
With the debut of this new "Miniwiki" we've also featured a new full scale map of Edina in all it's glory!
While working with the early RPG style we found it difficult to translate everything from free form into the blocky style that accompanies RPG games, so we are featuring this as our "go-between" for these games.
You can download the Map below or on the "World" page.
Tales of Evenfall is officially out! We would like to thank everyone for purchasing and supporting the game so far! We would also like to apologize for the partially delayed launch pushing things back from September 21st to the 22nd. We wanted to make sure that everything ran smoothly and that the title had the right amount of final touches applied before release. To do so, we took an additional day to work on smoothing things out. Sadly this pushed things back more than we expected.
With Tales Of Evenfall launched we learned a lot about what kind of story and world we want to build around the already established characters. Many different ideas are in the works for a sequel, one of the most promising being a stand-alone spinoff taking place after the events of the Evenfall. We would like the next installment to be a large improvement from the first on all fronts, from gameplay, story, atmosphere, and even immersion. We want to create a real living, breathing world, full of memorable characters, personalities, and enemies, as we tell a story that we hope will resonate with people.
Development on a sequel has begun, however at this point it remains in its early stages. Be sure to follow the development thread on our website underneath the "Projects" tab
Once again we would like to thank everyone for their support of this game and our passion for game development here at Northward Games.
Here's an early glimpse of what's in store for the sequel.
As Northward Games works towards the launch of their new game, a lot of time and effort is being put forward to bring players a great RPG experience.
"Tales Of Evenfall" will take players on an adventure, exploring 3 different worlds, from the heights of the clouds, to the depths of the underworld, players will follow 4 characters, Zeke, Miles, Sam and Ayanna, as they explore and learn what it truly means to be a hero.
Northward Games has worked with freelance composers and artists, to create a great beginner RPG experience. We are also collaborating with Steam to have a release on the platform in the coming months.
N-Fibbin stated the following regarding his introduction to game development:
"When I was young my friend let me borrow the newest and greatest game "Halo: Reach". The game had just been released and featured an in-depth campaign, and many cutting edge features for its release in September of 2010. It had quality multiplayer that still stands as a great defining feature of the Halo franchise. However the thing that caught the attention of young N-Fibbin was the extensive and refined Forge Mode, which had undergone detailed refinement following its early implementation in Halo 3. Forge was a great tool for any player to pick up and experiment and explore the editor and worlds that it had to offer. Forge put the power in the hands of the player, letting them create whatever they desired, as long as it followed specific criteria such as staying within established map bounds and budgets, and only being able to add objects from the game.
I loved this feature, I could literally create anything I wanted to, as most of my early experience comprised of me and my friends messing around spawning ridiculous objects and not really achieving anything in particular.
As time moved on, I matured to the point of wanting to create something my friends and I could enjoy in our usually scheduled LAN parties (where we would gather and play custom maps and game modes typically found on the file browser) And with the release of Halo 4 from Microsoft and 343, I set my sights on creating maps for me and my friends to play during these LAN parties.
In my opinion, the Halo 4 forge mode was the apex of the franchise as it offered large open worlds for players to create endless amounts of maps and share them with others. It's controls were simple enough that given how young I was I was still able to manipulate and eventually master precise object placement that was crucial to making good multiplayer maps.
It was only at this point that I knew that I wanted to become a game designer full time. It was only after I saw all the fun we had together playing something I had made, that my hard work had payed off and my friends even started liking certain maps over others. This helped me establish a good system at this point.
My friends would gather monthly for LAN parties and I was designated as the map maker of our group. This would give me some of the main points of game development: Motivation, A Timeline, Testing, and a Payoff. My motivation was to make maps that were enjoyable and balanced, for all of my friends came from different platforms and experience with the Halo Games, so I made them relatively simple but enjoyable. The Timeline was on a monthly basis and I worked whenever I had free time. The testing was an interesting aspect as I would often work on maps, then switch gears to something else, leaving my progress only half done on certain maps, resulting in me having a catalog of maps I was certain were finished, and others that I was unsure were even 10% finished; my friends had a lot of patience as we would often cycle through maps, starting a game only to realize the map wasn't finished and switching to another one. The payoff was self-explanatory, when we really had a good time playing different game modes and maps I created, my confidence would boost motivating me to make more maps, thus restarting the whole cycle. "
If you happen to be wondering how this experience ties to our game development here at Northward Games, allow me to elaborate.
One cannot simply master any art in a mere matter of good experiences, the most renowned painters and writers dont get to where they are overnight, and neither did we here at Northward. It's vital to know what you can do, how well you can do it, and what you can do to improve that.
Many of our maps for our upcoming comedic first person shooter will come from these games. These maps will go back to the drawing board of course, as we look at how we can improve their flow, movement, and the strategy involved while playing.
The long and short of this post is simple, our experience from what we can do well is transferring over to how we make games. We want to improve and make things that everyone can enjoy, and by analyzing what has worked in the past we can build upon that and craft quality games in the process.
its update time from us here at Northward Games! We are beginning development of a new title, codenamed "Project: Castaway". Riot and N-Fibbin launched official development after purchasing multiple assets on Unity.
The game will be a low-poly style adventure RPG game and is still in it's early phases. Many bumps are being smoothed out as development continues, but there is still much to do.