Initially, we built Companion Combat without too much focus on the combat AI, knowing full well that it would be a massive task to code and having most of the combat features locked before we do so would make it overall a more efficient undertaking.
We have started almost every single project update with 'A lot has happened since our last update' but now the 'lot' of the past seems kind of tiny compared to the 'LOT' of today.
The Pandemic
Corona hit hard and unexpected. What we looked at with blissful ignorance and naivety in the early days turned our lives upside down in mere weeks. Luckily, everyone from the team is safe and sound as of now, though being in the middle of the flu season we cannot be certain whether we've been exposed to the virus already or not. Either way, we stay home to keep everyone around us safer.
Hey everyone,
we wanted to provide an update on Vagrus as we come close to releasing the first Open World build. We've been talking about it for a long time now, we know, but we hope you will appreciate the ambition of this small team, along with all the effort and heart poured into the game when you get your hands on it.
What did we learn when we started implementing the Specter and Shade enemies? Well, apart from them looking ghoulishly amazing, we realized that we need a new mechanic to best describe and present the idea behind them, that being physical damage defense and also methods to crack it.
So we added two new Combat Traits for these, Impervious and Unstoppable.
The Riven Realms has been around for over two decades now for us who created it for our tabletop campaigns, and the setting has quite a lot of currencies, even if one only considers the continent of Xeryn. When we set out to develop Vagrus, we picked three coin types not to overcrowd the UI: the Lyrg, a copper coin; the Bross, a silver coin; and Draka, a rare and very valuable golden coin. These are all coins that are used fairly often in large-scale commerce on the continent, and they are also fairly easy to identify as the copper-silver-gold trio of currency is fairly common in historical and fantasy settings.
There were a number of project milestones that we managed to unlock recently over at fig. Some of these are quite big and we are very excited to be able to work on them as they make the game better and deeper by what they bring to the table. Let's take a quick look at what is being developed currently:
Recently we had a rather lengthy post about character creation in Vagrus (and how it got added to the upcoming Open World Campaign). In the video above we are now presenting a little sneak peak into how it looks in the current build. We hope you are excited as we are. :)
The decision to add the small portraits of Companions to the steps of Events where they appear was an easy one: it added a lot of character to the texts and was an easy addition due to the portraits being derived from the already existing art assets (idle combat images of said Companions).
But then in true Lost Pilgrims fashion we felt that this could become so much more if ALL major NPCs received a similar portrait, or 'chat head' in Events and so we started producing a few to see what they looked like. Most of these were based on friends to honor two decades of roleplaying together and they turned out so cool that we decided to open these up for Backers and influencers as well. So if you want your mug in the game as one of the many NPCs, here's the chance. :)
We at Lost Pilgrims Studio wish you guys all Merry Christmas (or whatever else you celebrate in your neck of the woods!) and a Happy Year 2020! We hope you get presents as awesome as we got when we could start working on our dream project over two years ago. Keep a weather eye on the horizon, as early next year we'll deliver something we've been very, very hard at work for a long time now. :)
Hey All,
it's been a long time since we posted a project update, and we have a number of important news to share so here we go!
Lost Pilgrims is 2 Years Old
It is hard to believe that we founded the studio two years ago - who would have thought that time was going to fly so quickly. We have achieved many things and learned a LOT about game development. We lived through highs and lows alike, but the most important thing is that we persevered. Just to give you an idea, here are a few highlights: