In the previous part of our Companion Combat Guide (Part 1: The Basics) we left off at discussing the Leader's role in combat after outlining the basic rules of an engagement. In this part, we'll cover the actions that Companions can take during their turn.
#alpha #character #combatguide #combatskills #companioncombat
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
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.
The TIME is approaching! We are opening up our Prologue Alpha testing soon, folks!
- So I can just apply & play the demo before everyone?
- Well, you get to see the game early but you actually have to test & report bugs.
- OK! When?
- When we get to 1k+ followers on Game Jolt. So go and share this!
#prealpha #prologue #testing #2018 #gamejolt #itchio #rpgwatch
You may have noticed that Vagrus is pretty heavy on UI, being a strategy/resource management game and an RPG rolled into one. A lot of UI means a lot of buttons and icons, and drawing those is a challenge in its own right. Not only because of the size of the set but also due to the requirement of having them look right: easy to discern and to tell each apart from the rest.
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 time to share some combat images for the character 'Slinger' (more on him here: https://vagrus.com/news/character-artwork-slinger ).
Here's another little character art post. This time, there are four combat poses/phases for the Priest of Sergorod.
Time for dynamic character combat poses again!
The Executor of Sergorod is in full swing on these images, courtesy of Szonja. The phases are (from left to right):
More info on the Executor can be found in an older post: https://vagrus.com/news/character-artwork-executor
More character poses! This time for the good old Brigand - the very first character Szonja designed for the game!
The first image (top) is for Hamstring, an ability which immobilizes the target. The second (bottom left) is for Fend Off, an overwatch-type combat skill where the Brigand targets an empty space on the battlefield. It's bad news for an enemy if they move onto it. The third one (bottom right) is the Brigand's block/defense pose. The brigand is a very versatile support/defensive character for the outlaw roster, able to block spaces and defend other combatants, making him quite a pesky enemy.