Version 1 Early Prototype & Monthly Updates


To see all changes and additions click the version button on the bottom right in the main menu of the game or just watch this update devlog video, :3

I hate uploading unfinished stuff especially this early in development. But with a large project like this, it is sadly unavoidable especially since I wanna start getting back on track for monthly updates. So ith that in mind I kinda recommend not playing it and just watching the video dev log instead, everything is gone over there anyways but as is in its current state I'm not sure if anyone would find it enjoyable to play so pry just go watch the vid, :p

So yea sadly it's nothing more than a bunch of semi-functional concepts at the moment, ugly and buggy as hell but ideas given form, even if it is a basic form at the moment.

Going forward I want to make this into a really expansive type of game that plays a lot like the first few Harry Potter games for pc but with some obvious changes. I also want players to be able to pick their houses, wands, classes, and more! 

This was a fairly large update mostly due to the break and due to the fact I've actually been working on this before I Started Bara Blackjack https://sanctioned13.itch.io/bara-blackjack , In fact, Bara Blackjack is sorta a prequel to Anthard's Academy chronologically speaking story-wise. I had to stop progress on AA due to needing to learn some more 3D game dev stuff hence why I worked on Bara Blackjack and now that I've learned what I needed, it was time to get back to work on Anthard's.

Anywho, try to enjoy this horribly constructed prototype, like how Furgeon started out this will start out like a turd but grow to become a diamond and gold encrusted turd over time, anywho go ahead and check out the version update log in the main menu at the bottom right to see everything added and ideas intended, :D

Files

AnthardsAcademy.zip 37 MB
Sep 29, 2020

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Comments

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(+2)

A really solid foundation to build on. Looking forward to see what becomes of this, keep up the good work!

Thanks, :D

Tried playing it, and was wonderfully lost trying to do anything. Honestly, with it this soon in development there isn't much of a reason to play this build other than to see how far it comes in the future. Though I'll still comment on things.

The area with a hit-box that asks questions and chooses your house is really small and easy to walk right by completely unaware.  You can walk through the pillars that connect the gates near the plants where you spawn. 

Something probably worth adding. even if its not permanent, is a way to know how to do things and where to go (this early in the development it can be really hard to know things that you can actually do and how (I had to watch the video to figure some things out)). I also can't really tell what (stuff mentioned in the change log) exists as added in for you to actually do/learn and what exists as in the cheat codes; like I don't know how to get the second or any other spell.

But, yeah, I'd still like to see where it goes from here. also btw holding shift to run makes your slower

(1 edit)

Agreed, even in my discord I just told peeps to only check out the dev log video since there isn't really a game atm, forgot to add that to the update devlog here. Also, yea, trying to get back to monthly updates and ran out of time this month, kinda just threw a lot at it and still got nothing done except for some key systems started.

Enlarging the house statues hitbox will be simple as for the pillar lacking hitboxes near the plant's thanks for letting me know, actually didn't know about that. 

The cheat codes are just an added perk for certain patrons, otherwise, it just acts as a debug console for me to test around in, atm normal players won't have any spells or potions until they learn them in the assigned classes which is currently unavailable so pry gonna try to get those classes up as soon as possible so players can have more spells and more access to the world around them. As for knowing what to do I actually will be adding a quest text somewhere so you can get an idea of what to do but that's a bit further down. For the time being ill be focusing on core systems and some basic setups things like picking classes, day progressions and interactions and whatnot.

Also, yea, the shift for running didn't make sense to me wat later this version so I just made the player always run and gonna change the shift to sneaking instead, because who doesn't look stealth missions?, just forgot to put that in the old control notes, XD

Anywho glad you enjoyed this early concept prototype all the same and thanks for all the feedback, :3