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.
So the big news is that the game's title is finalized at last! For now. :D
Check out the title reveal short video!
The word vagrus is the same pseudo-Latin that most of the Imperial Tongue used in the game (as it hearkens back to the Roman Empire in material and immaterial culture). It meant 'wanderer' or 'vagabond' in Imperial, but nowadays it only refers to the men and women who lead a comitatus across the wasteland. It is short, easy to remember, and easy to be associated to the English word 'vagrant' (which also originates in Latin).
Here's a second look of how the comitatus (caravan) led by the vagrus (the player) moves on the world map. It is still pretty early stuff, a lot can and will change, but it should give a good idea of how things will work. A few thoughts on the movement mechanics that might further clarify what you can see in the video:
#comitatus #ingamefootage #mapmovement #movementpoints #prealpha
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.