Well, we have been so busy that we skipped a beat in our originally planned monthly project updates. Which is actually good news if we are looking at it from a progress perspective. So what has happened since last year?
After returning recharged (and pot-bellied) from the holiday period we focused our attention on two things:
The obvious intent behind choosing those focus areas was that we wanted to show more to our follower community on how the game is going to look like as well as display some of the game mechanics we're planning on using.
The 'hunt' for graphic designers
In total thirty-five artists have applied or been referred to us by others. That is way more than we had hoped, so in order to find the best matches we had to work with them in multiple rounds.
In summary we have made huge progress in January in terms of creating art capacity, but still have to push on the character creation side.
Hero combat
Our game design for hero combat, where the named and beautifully depicted characters with intricate backgrounds and in-game stories wage battle, has improved significantly. We prototyped a large number of setups for the battlefield and decided to go with a 6 vs. 6 arrangement with strong focus on how the characters are positioned. Nobo, our programmer, made tons of progress translating our vision from paper and whiteboard to Unity. We have now positioning, movement, and skills working in our prototype and are very close to be showing it off already if we had the character art assets fully ready for them. Unfortunately, the delay on ramping up our asset creation is seriously hurting our current ability to present how the combat works. But not to worry, we will get there sooner rather than later I am sure.
As any good project manager practicing agile and scrum, I had to make a call and pivot our focus from the combat to another interesting part of the game: overhead map movement. As the vagrus (or leader) of their comitatus, the players will navigate the vast map of the continent of Xeryn, exploring the unknown while trying to avoid the dangers of the land as much as they can. As we set our aim on that part of the game, both UI and code had to work in perfect concert to meet the design we cooked up. Something that we are planning to share with you in a short video or gif next week if all goes well. Mind you, it will still be in pre-Alpha stage, naturally.
And so much more...
Other than the above two focus areas, a lot has happened of course, from preparing for the recruitment of writers for our narrative design efforts, through the prototyping of in-game events and story presentation, the drafting of tons of UI design, and the groundwork for the game's intro, to the solidifying of the many stats and mechanics used in combat and elsewhere.
But I think I will just wrap up here, hopefully leaving you with the spark of curiosity and burning desire to read and watch our next post. :)
Gábor
Lost Pilgrims Team
Steam | GoG | Discord | Patreon | Youtube | Twitter | Facebook | Instagram