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 new enemy character (that can also be an ally sometimes) you can see above is the tribal warrior of the Sadirar. These brave people are trackers, hunters, desert guides, and of course, capable fighters. Their only weapon is a spear, so in combat against tough opponents, they prefer to have superior numbers or support from their elemental shamans; or both.
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!
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.
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.
Following our game pages on Steam and itch.io, we have joined IndieDB.com and Gamejolt. These are also gaming portals that focus on indie games just like ours. You can check out the new pages here:
IndieDB.com
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.