SEARCH
Character Design - Part 1
04 Oct | 10:00 am

There's been a lot of character reveals for Vagrus - The Riven Realms here on our website and on our social media since we began posting about a year ago. We figured it behooves us to talk a little more about who these characters are and what their role is in the game.

The vast majority of the characters you see revealed are enemy characters, even if sometimes they can be allies in the game for short periods of time (or versions of them, anyways). Although Events will involve these enemy characters often, you will mainly see them as shown in the artwork in turn-based combat. All of them have their unique combat skills and synergies with other enemies.

Continue reading ...

#character #companioncombat #deputies #events #gamedesign

Narrative Design for Vagrus
27 Sep | 10:00 am

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?

Continue reading ...

#events #gamedesign #journal #projectupdate #tools

Codex Functionality and UI (Pre-Alpha)
30 Aug | 10:00 am

The Codex is a tool in Vagrus that lets players read up on the world, its inhabitants, locations, lore, characters, and whatever else that has an entry. The idea was to provide players who wish to know more a place to find it and to allow you to look up things you may have forgotten; but to make this absolutely voluntary. If you do not wish to read these entries, you can still absolutely play Vagrus, as this is basically additional fluff.

Continue reading ...

#codex #ingamefootage #prealpha #userinterface #video

Camp UI (Pre-Alpha)
23 Aug | 10:00 am

One of the core mechanics of the game is that time passes in-game each turn (1 turn equals 1 day) and you, as the vagrus, have to plan ahead when it comes to distances, supply consumption, and upkeep. At the end of the day you make camp to rest and make decisions concerning the above. This is where the Camp UI comes in.

Continue reading ...

#2018 #ingamefootage #prealpha #userinterface #video

Pre-Alpha Leader UI screen
01 Aug | 10:00 am

It is finally time to look at the stats and systems related to the vagrus, that is, YOU, the player's character in the game (aka Leader). You can interact with the Leader UI screen (opened by clicking the leader's medallion in the bottom left) in order to manage said stats and improve your character.

Continue reading ...

#2018 #prealpha #userinterface #vagrus #video

Pre-alpha - Main Screen UI
27 Jun | 10:00 am

As a strategy-RPG hybrid, Vagrus is pretty heavy on UI, so a lot of our effort goes into designing a functional and appealing UI for various elements of the game. Today, we'll take a look at our progress with the 'main UI', which is on the campaign map. This is what the player will see the most of and it's UI has to be a gateway to several key game elements.

Continue reading ...

#art #map #prealpha #userinterface #vagrus

Project Update - April 2018
21 Apr | 6:44 pm

Some time ago we promised to invite you all to a virtual tour of our office, so without further ado, here goes:

First stop - Budapest, 13th district

Our office is located in an edifice built in the socialist era but kept in fairly good condition compared to how others fared. Back in the day when programming meant punched cards, the whole building housed a prominent company developing 'software' on those.

Continue reading ...

#lostpilgrims #office #projectupdate #team #tools

Project update 2 - Feb 2018
03 Feb | 11:11 pm

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: 

  • Creating additional graphic design capacity by finding more super-talented and like-minded artists to create environment and character art assets for us.
  • Prototyping our hero combat to test its mechanics both in terms of graphics and game design.

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.

Continue reading ...

#2018 #artists #herocombat #madewithunity #projectupdate

2345678