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Companion Combat Guide - Part 1: The Basics
27 Dec | 10:00 am

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!

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#2018 #combatguide #companioncombat #initiative #resourcefulness

The Prologue is coming next week!
15 Dec | 3:00 pm

We have a big announcement to make: the Prologue of Vagrus is coming next week with First Access on Game Jolt in appreciation of our thousand strong community on this amazing indie game portal.

Follow us there, get done your Christmas shopping, clear your calendars and train your fingers on the Download button! 

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#prologue #gamejolt #gameportals #2018 #outnow

Location Artwork - Arken
04 Dec | 10:00 am

Another location from the main game, Arken is a frequented hub and a town of great import as it sits on the Empire's largest marble reserve as well as close to other treasures of the earth. The settlement borders the Arkoros Forest, where instead of trees large standing stones cover the terrain. With low walls of stone and several districts (including a set of villas and temples), Arken would be a lovely place if not for the constant dust and the wind that whips it. Thus, only people who work here live in the town along with some merchants and a handful of dedicated craftsmen. Stones are gathered in warehouses to be sold and shipped off all over the Empire. A strong garrison of undead soldiers - maintained by necromancers - guards the town as no living beings would stand on the walls constantly plagued by the terrible dust. But how loyal are those who run Arken to the Empire with such a force at their fingertip?

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#arken #arkorosforest #art #location #xerynempire

Project Update - November 2018
28 Nov | 10:00 am

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.

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#2018 #alpha #gameportals #projectupdate #testing

Character Artwork - Garrik
27 Nov | 10:00 am

Another non-human character joins our cast, this time a Dwarf! Dwarves are typically lonely, cranky, calculating fellows in the Riven Realms. Their homeland was utterly decimated in the Calamity and has remained uninhabitable ever since. All the magnificent achievements, inventions, and treasures of the mighty Dwarven kingdom went up in flames when it was engulfed in a volcanic cataclysm. And because the volcanoes are still very much active, there is little hope of reclaiming anything from the ruins. Most Dwarves were killed during the Calamity and today, only several thousand remain. For all intents and purposes, they are a dead race.

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#art #character #companioncombat #dwarf

Companion Combat Improvements
22 Nov | 10:00 am


During the first wave of Alpha testing just recently, we've received a lot of useful feedback, especially on the UI (and Combat UI specifically). We've been keenly aware that these elements needed a rework and labored hard on improvements. We are happy to report on how far we've got:

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#2018 #companioncombat #ingamefootage #prealpha #video

We Want You! - For Testing
18 Nov | 10:00 am

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!

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#prealpha #prologue #testing #2018 #gamejolt #itchio #rpgwatch

Character Design - Part 4
15 Nov | 9:00 am

In Part 3 of our Character Design series, we discussed how a character concept gets to its final artwork state that is placed into the game. In this last part we'll talk about how characters are given stats, skills, and roles in game, especially in combat.

Vagrus has turn-based combat because we wanted to capture the tabletop RPG atmosphere and flow we know so well. It is also a fantasy game which comes with a few expectations of what roles characters fulfill in a party of adventurers. The similarities to DnD and other roleplaygames can surely be seen when observing combat and related character stats. It was along these lines that we designed our heroes (even though few of them are actually heroic) and enemies.

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#2018 #character #companioncombat #gamedesign #projectupdate

Character Art - Renkailon
13 Nov | 10:00 am

The reveal of our next character marks an important moment in artwork development: Renkailon is the first character who's not going to appear in the Prologue and thus is exclusively created for the main game.

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#art #character #darkelf #renkailon

Character Design - Part 3
08 Nov | 10:00 am

In the last part of our character design series, we talked about what goes into conceptualizing and designing characters and touched upon how Bazsó came up with distinct the art style for characters and how Szonja raised the bar when working with the majority of them.

Now it's time to discuss what actually happens after the initial phase of concepts and moodboards. Mind you, this will probably have information that is well-known by any graphic designers who work on 2D character art; yet others may find it intriguing.

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#animation #art #artists #character #projectupdate

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