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!).
In the final chapter in our Character Design series, we have touched upon how we come up with the stats and skills for the Companion characters and enemies in Vagrus. A great number of those stats come in to play in action, so in this new Companion combat series, we are going to walk you through how they work in the game. Let’s start at the basics!
#2018 #combatguide #companioncombat #initiative #resourcefulness
There's been a lot of talk lately of the Prologue, so much in fact that it's easy to forget about the rest of the game. We can assure you we haven't though, and been hard at work on the content that would feature in the Early Access release. The vast majority of the currently completed content is writing but artwork (both character and environment) is a close second.
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.
We posted our last update only six weeks ago but as we have just reached two important milestones, it felt pertinent to share it with you all.
1) We've passed our 1 year anniversary working on the game! We have been pushing so hard in recent weeks that we forgot to take notice - let alone celebrate. So that is something we will have to make up for later this week. :)
In Character design - Part 1 we talked about the types of characters in Vagrus, focusing especially on Companions and their roles in the game. Now it's time to move onto the topic of what exactly goes into the graphic design phase of these characters.
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.
Time for another project update! Seventy-seven days have passed by and even though it was summer - supposedly calmer times - it felt pretty frantic. In the good sense.
A huge Thank You! and wishing all the best to Marci
As your might remember, our previous post started with the news of Marci joining the team to complete his summer internship with us for his degree in software development. Marci has been instrumental to the progress we made on the Codex & Journal functionality and UI, as well as to catching up on our design documents. Now that he has returned to his studies, we wish him all the very best for his goal of finishing his Bachelor's degree. We're pleased to see that he is on the right track to become a great game developer!
One of the largest continuous desert areas on a continent of many deserts, the Searing Plains spans several provinces that used to be forested regions and fertile plains before the Calamity, but became scorching hot and arid lands of sand dunes and little else. Some parts of the plains have low mountain ranges, rock gullies, or ravines, but, yellow sand dunes and salt flats remain the most common features. A constant, hot wind blows from the East and North, creating sandstorms regularly.