About this project
WHO AM I?
My name is Matt Fitzgerald, I'm developing Savage: The Shard of Gosen independently as a one man team. I am currently located in Austin, Texas. I'm doing all the code, art, design, music and sound myself. I've tinkered with art, music, film, animation and comics in some capacity - everything from amateur to freelance, and it's an absolute joy to concentrate everything I've learned and apply it to a video game project. It scratches so many itches: from logic and design to art and music!
WHAT IS IT?
Savage: The Shard of Gosen is a 2D action/platforming adventure with a few RPG elements which takes place in the brutal world of Lor, a fantasy setting of my own creation. The mood and atmosphere are inspired by the Conan stories by Robert E. Howard, the Milton Bradley board game Hero Quest, and the Dungeons and Dragons setting, Dark Sun. Not to mention a healthy (unhealthy?) dose of my fetish for '80s barbarian flicks.
The game features include a compelling combat system, item and skill progression, an open world to explore, and procedurally generated overworld encounters, just to name a few.
Savage: The Shard of Gosen is heavily inspired by games like Super Mario Bros. 2 (US), Zelda 2, the Gargoyle's Quest series, and the Castlevania series.
Savage: The Shard of Gosen is currently being developed for Windows PC.
- Engaging Melee System
- Open, non-linear world to explore
- Character-driven story of revenge and survival
- Branching dialogue options affect the game's narrative
- Weapons, gear, and items gain their own experience and levels and can be mastered to learn new perks and skills
- Over 10 different types of weapons to collect and master
- Reforge equipment using Ore to create more powerful weapons and armor
- Procedurally-generated overworld encounters
- Day/night and month/seasonal cycle - certain rare creatures (Mini-Bosses, EpicBosses, etc.) spawn at a specific time on certain days
- World-spanning Quests and puzzles
- Familiar creatures and horrifying monsters
- Rad Bosses
In the Press
- “Savage wants to ensure you’re roughed up as you step into its Conan-like universe with nothing but a bad temper and a loincloth, and that I do like” – Chris Priestman, IndieStatik
- " ...there are some very good ideas implemented in a very slick and sharp manner here already." - D.A. Anguiano, Two Dot Five
- "Savage’s music [...] is some stirring, truly epic-sounding chiptune work." - Paul Hack, IndieStatik
- “The variety of equipment combinations available may be confusing at first, but gives complete freedom to casual players and strategists alike” – Eduardo Issao Hayashi, Soma (tr. from Portuguese)
WHEN WILL THE GAME BE FINISHED?
The game is 90% feature complete. The architecture of the game is pretty modular right now, meaning that any enemies, items, and additional assets I still need to create are easily placed into the game. Then comes testing, QA and any final polish required to make Savage: The Shard of Gosen really shine.
My goal is to release the game by the middle of this year - Summer, 2014. It's hard to say exactly when it will be finished, so I'm giving myself a reasonable margin for error that extends to December, 2014.
I decided on a Kickstarter campaign to help fund ongoing development costs and living expenses, ensuring I can finish the game in 2014. Marketing costs and business and legal fees will also be covered with a successful campaign.
Also, I want to gauge people's interest in delivering the game to other platforms in the future. Porting can cost quite a bit, with necessary acquisitions such as software licenses and hardware for testing and development. The Stretch Goals in place, if met, would allow for such further development for additional platforms.
- $8,000 - Android Devices/OUYA Port
- $10,000 - Mac OSX Port
Risks and challenges
Though much of the architecture is finished, I run into unforseen delays with the game from time to time - like a feature might not work as intended, and will require me to go through extensive debugging, setting me back much longer than I had anticipated.
There are all sorts of potholes and speedbumps that I am sure I haven't accounted for that I'll run into down the road, which is why I'm giving myself until December of this year (nice big juicy margin for error) to launch the game.
I am new to this whole process, and most of the first three years I've spent in development has been learning exactly how to go about doing what I want to do with Savage: The Shard of Gosen. I'm always learning and always stubbing my proverbial toe on some new problem, but thanks to the internet help is usually right at my fingertips.Learn about accountability on Kickstarter
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