
Hey everyone, let's talk combat. So based on the initial feedback and testing of the Companion combat, we have decided to revamp quite a lot of it. The process is still not fully complete, but you can already see the improvement on the images in the post.
#2018 #character #companioncombat #projectupdate #userinterface


The next character to be revealed is another enemy, although this one can often be encountered as a temporary ally as well: the elemental shaman of the Sadirar people.
The ancestors of the Sadirar survived the Calamity in underground vaults and left those several generations after the catastrophe. Upon going back to the surface, they found endless sand dunes, blinding sunlight, and searing temperatures in place of their dense forests and hills. In their hour of despair, however, the Great Spirits spoke to them and guided them to oases in the cruel desert. These spirits have been worshiped by the Sadirar ever since. Each spirit is the embodiment of an element: Fire, Water, Earth, and Air. Those that communicate with the Great Spirits and in turn command these elements are the shamans. The Sadirar are now a nomadic people who thrive in the deserts called the Searing Plains. They rose above cruel barbarism through spirit worship but are far from docile.

Time to talk about the Journal. Even though I don't think most gamers are super-excited about the details of in-game journals or quest logs, it is still extremely important to get them right in a game as complex and as full of storylines, tasks, quests, and objectives as Vagrus, and gamers do appreciate quest logs that work well and aid them when they need information.


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!

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.


It's spring 1990 and I'm in elementary school. My best friend brings a book to school that he reads aloud to a small group of us during our big walks at lunch break. The book has a weird old wizard on the cover conjuring smoke from a crystal ball. More interesting are the illustrations on the inside: intricate black and white drawings of strange fantasy creatures and dungeon locations. The little book is Ian Livingstone and Steve Jackson's Warlock of Firetop Mountain, translated to our native language. Most of you probably know that it's a gamebook that you do not read from start to end but in branching numbered chapters that make the story personal and add replayability. Yet they are much more than simple choose-your-own-adventure books because they include a stat and combat system you have to manage throughout the adventure - albeit a really simple one.

The time has come to show you the Main Menu of the game, which might not sound super-exciting at first, but with the title screen artwork in its background it's quite a beauty. I'd rather not waste words on the menu points, they speak for themselves.

In our crusade to get Vagrus to the players who would play it we are constantly looking for new opportunities. Game portals, of course, offer a good chance to present the game to as many as possible, so it was only a matter of time that we reached out to some.


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.


A lot has happened since our last project update, so let's dig in without delay!
Expanding team
Beside Marci who has recently joined our ranks as an intern and is already working on implementing new features for the game in Unity + C#, we have also got two new writers checking out our self-developed event editor tool to ready themselves for mass content production once we plunge into that phase (right after publishing our playable demo). Rest assured that we will post details about them and their work when we get there.
