We at Lost Pilgrims will always remember 2018 as the year when it all began to come together, the year when everything changed for us. It was the year when development on Vagrus got out of the preparation phase and into hardcore production.
Now that this crucial year is done and over with, we felt it would behoove us to recount how 2018 went for those of you interested (and for posterity!).
It seems we are getting into the habit of sharing project updates monthly now - there is just so much going on. To make the best use of your time, let's jump right in!
Social Media
We have got an awesome two months behind us since our last social media update. The most important development was that we put additional effort into regularly publishing news about Vagrus on major gaming portals like Steam, GameJolt, Itch.io, and IndieDB. And it paid off! We have gathered over a thousand new followers on those platforms. Just during the four days of being featured on GameJolt, more than five hundred fans signed up to follow our journey.
Another non-human character joins our cast, this time a Dwarf! Dwarves are typically lonely, cranky, calculating fellows in the Riven Realms. Their homeland was utterly decimated in the Calamity and has remained uninhabitable ever since. All the magnificent achievements, inventions, and treasures of the mighty Dwarven kingdom went up in flames when it was engulfed in a volcanic cataclysm. And because the volcanoes are still very much active, there is little hope of reclaiming anything from the ruins. Most Dwarves were killed during the Calamity and today, only several thousand remain. For all intents and purposes, they are a dead race.
The TIME is approaching! We are opening up our Prologue Alpha testing soon, folks!
- So I can just apply & play the demo before everyone?
- Well, you get to see the game early but you actually have to test & report bugs.
- OK! When?
- When we get to 1k+ followers on Game Jolt. So go and share this!
#prealpha #prologue #testing #2018 #gamejolt #itchio #rpgwatch
In Part 3 of our Character Design series, we discussed how a character concept gets to its final artwork state that is placed into the game. In this last part we'll talk about how characters are given stats, skills, and roles in game, especially in combat.
Vagrus has turn-based combat because we wanted to capture the tabletop RPG atmosphere and flow we know so well. It is also a fantasy game which comes with a few expectations of what roles characters fulfill in a party of adventurers. The similarities to DnD and other roleplaygames can surely be seen when observing combat and related character stats. It was along these lines that we designed our heroes (even though few of them are actually heroic) and enemies.
#2018 #character #companioncombat #gamedesign #projectupdate
The reveal of our next character marks an important moment in artwork development: Renkailon is the first character who's not going to appear in the Prologue and thus is exclusively created for the main game.
2 months after our first devlog post about Vagrus yesterday we crossed 800 followers on GameJolt.com!
Huge thank you to Yaprak, Cros (co-founders of Game Jolt) and all our fans on this awesome #indiegame portal!
Vagrus - The Riven Realms is a game rich in storylines and quests, and most of these appear in the form of what we call Events: text based interactions where your choices guide the story. There are a lot (and I mean a LOT) of these Events and due to their nature, writing for the game involves quite complex scripting and a non-linear narrative design angle. But what does this mean in practice and what does it involve?
The Empire in the Riven Realms is based on the Roman Empire of our history, so it's no surprise that the gladiators of these cultures are also very similar.
This character artwork is that of the gladiator enemy that you can come across in arena battles. These arena or pit fights will feature in larger settlements, as the Empire of the Riven Realms is very fond of such bloody games.