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Project Update - AMA and FAQ
16 Jul | 10:00 am

Lost Pilgrims had an AMA session over on discord where players asked us questions about the game and the studio alike. We had a great time talking to people and decided to compile the questions and answers into a single AMA article for posterity. We also added some very frequently asked questions to the beginning that players or those looking up information on the game might find informative.

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#projectupdate

Character Poses - Finndurarth
24 Mar | 10:00 am

Finndurarth is an amazing asset to any comitatus because of her charisma, knack for diplomatic solutions, and upbeat spirit but when it comes to a battle, she is not a delicate flower at all. You probably want to place some sturdy meat-shield in front of her so that she can dish out unblockable magical damage to your foes or cast defensive spells to protect your Companions. Her Skills are versatile tools to be used in battle:

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#art #character #companion

Chart Exploration (Video)
31 Oct | 10:00 am

Your chart is one of your most important tools in Vagrus, and we keep adding to and expanding on it with subsequent builds. Milestone 10 unlocked what we referred to as 'chart exploration', which really means that from now on, Rumors, Passengers, and Codex entries you gain of locations also reveal them on your Chart, adding a whole new depth to hunting for information.

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Trading Between Settlements (video)
08 Aug | 10:00 am

We are super excited to share some of our progress as we are getting closer and closer to releasing the build that has the new trade pricing system feature.

This short video demonstrates how the comitatus carries goods from one market to the other trying to make some profit. The quantity and price of goods are calculated based on their source location and the time spent on the road to get to a certain place. Will your comitatus be able to transport them quicker than the market flow to realize a profit? 

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Creature Artwork - Splinter
06 Aug | 10:00 am

 
'It came alive, dominus, I swear, the crystal did! There was a light moving inside it. Smashed Daro with a hand big as a cart! It hit Kulwhma so hard she flew across the pit... What could have we done but run, dominus? Please, have mercy!'
 
- The slave overseer Faez just before being whipped to death for losing a harvest of calerus crystals
 
'Don't sit up. Keep calm, you need to stay in bed for a while. You lost a leg and hurt your head. But you'll recover. Here. Drink, you'll need to replenish your fluids. Good. And now... tell me about the light inside the crystal creature that did this to you.'
 
- The Crystalmancer Shebenni to the slave Kulwhma several days after the incident
 
The beings referred to as Splinters are a mystery yet to be solved. Their emergence several decades ago came as a surprise to the budding crystal harvesting industry at the North and South Calerus. Ever since, mining and gathering crystal has become even more dangerous than before as these hulking crystal creatures attack mostly everyone they encounter. Their bulk is nigh impenetrable, and though they are slow, their powerful attacks can break armor, tools, and bones with ease. Thanks to their completely crystalline structure, it is often very difficult to spot them in the dense caleri before it is too late. No attempt at communication with them has been successful yet - Splinters seem to be antagonistic and alien to other species by default.
 
In gameplay terms, Splinters are terrifying enemies. They are immune to most status effects and are very resistant to magic. Their tough armor and sturdiness makes them extremely difficult to kill. They can easily present a serious challenge even to experienced comitati.
 

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Character design - Part 2
17 Oct | 2:00 pm

In Character design - Part 1 we talked about the types of characters in Vagrus, focusing especially on Companions and their roles in the game. Now it's time to move onto the topic of what exactly goes into the graphic design phase of these characters.

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#art #artists #character #gamedesign #projectupdate

Narrative Design for Vagrus
27 Sep | 10:00 am

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?

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#events #gamedesign #journal #projectupdate #tools

Character Artwork - Bruiser
10 Jul | 10:00 am

This week's character artwork and reveal is that of a fairly common enemy: the Bruiser; created by Szonja. These folks are on the 'wasteland outlaws' roster and represent the muscle of the group. Bruiser abilities include a bull rush (that pushes opponents away), a blunt attack (that stuns the target), and a cheap shot (that puts a savage debuff on the target).

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#2018 #art #bandits #bruiser #character

Project Update - April 2018
21 Apr | 6:44 pm

Some time ago we promised to invite you all to a virtual tour of our office, so without further ado, here goes:

First stop - Budapest, 13th district

Our office is located in an edifice built in the socialist era but kept in fairly good condition compared to how others fared. Back in the day when programming meant punched cards, the whole building housed a prominent company developing 'software' on those.

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#lostpilgrims #office #projectupdate #team #tools

Project update 2 - Feb 2018
03 Feb | 11:11 pm

Well, we have been so busy that we skipped a beat in our originally planned monthly project updates. Which is actually good news if we are looking at it from a progress perspective. So what has happened since last year?

After returning recharged (and pot-bellied) from the holiday period we focused our attention on two things: 

  • Creating additional graphic design capacity by finding more super-talented and like-minded artists to create environment and character art assets for us.
  • Prototyping our hero combat to test its mechanics both in terms of graphics and game design.

The obvious intent behind choosing those focus areas was that we wanted to show more to our follower community on how the game is going to look like as well as display some of the game mechanics we're planning on using.

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#2018 #artists #herocombat #madewithunity #projectupdate

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