As we are getting closer and closer to releasing the first playable build of the main campaign of Vagrus, it is perhaps a good time to talk a bit about the differences between the open world campaign and 'Pilgrims of the Wasteland'. The focus of this is going to be narrative design and stories but there are going to be implications on gameplay as well.
Hey Vagrus Fans,
while our Fig crowdfunding campaign is in full effect, we've been busy working on one of the gameplay updates: the new deployment features for Companion Combat.
Above you can see the old and the new Deployment UI and probably can easily spot the differences.
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!).
Well, we have just passed another major milestone in our content creation progress.
As mentioned in our post last week, with our Prologue ready from a content perspective, our writers have been already working on the Early Access stories for Vagrus.
In the Prologue we have well over one hundred thousand words worth of story and lore coming together from Events and Codex entries. Actually, even a bit more since the Narration and Tutorial texts are coming through another source and so are not included in the above numbers. Those two make up over four thousand words on top.
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.
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.
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?
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!
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.
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.