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.
Markets and bazaars are the throbbing heart of the rebuilt cities of the Riven Realms. Due to the isolation of many settlements and regions thanks to the Calamity, trade - propagated mostly by comitati - is key to the survival of these regions and thus to the survival of the Empire.
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.
A lot of the Riven Realms are endless wastelands and deserts. Yet even in the deadliest of deserts, some life remains; thrives even. Most of that life tends to be found around an oasis.
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?
The next character to be revealed is another enemy, although this one can often be encountered as a temporary ally as well: the elemental shaman of the Sadirar people.
The ancestors of the Sadirar survived the Calamity in underground vaults and left those several generations after the catastrophe. Upon going back to the surface, they found endless sand dunes, blinding sunlight, and searing temperatures in place of their dense forests and hills. In their hour of despair, however, the Great Spirits spoke to them and guided them to oases in the cruel desert. These spirits have been worshiped by the Sadirar ever since. Each spirit is the embodiment of an element: Fire, Water, Earth, and Air. Those that communicate with the Great Spirits and in turn command these elements are the shamans. The Sadirar are now a nomadic people who thrive in the deserts called the Searing Plains. They rose above cruel barbarism through spirit worship but are far from docile.
Time to talk about the Journal. Even though I don't think most gamers are super-excited about the details of in-game journals or quest logs, it is still extremely important to get them right in a game as complex and as full of storylines, tasks, quests, and objectives as Vagrus, and gamers do appreciate quest logs that work well and aid them when they need information.
The Empire in the Riven Realms is based on the Roman Empire of our history, so it's no surprise that the gladiators of these cultures are also very similar.
This character artwork is that of the gladiator enemy that you can come across in arena battles. These arena or pit fights will feature in larger settlements, as the Empire of the Riven Realms is very fond of such bloody games.
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!