Estheria: A Realm Divided (WIP) (Character Creator Demo Updated @ 12,667 words!) - Update 1 in Development!

Ahhhh, that makes a ton of sense. Thank you for clarifying that!

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Not gonna lie, I vastly prefer absolute numbers over a % bar for health and mana.

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I don’t necessarily think it’s better than a clear HP: 280/300, but the concept did occur to me that you could do that if you wanted a Health Meter. Like I said, I actually like a HP: 280/300 a lot because it looks like pen-and-paper.

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I totally need to expand the testing branch with more people :joy:

I do too. Personally, I’m opting to keep the direct numbers in place. I just find that it reads with a… smooth satisfaction, though I’m old-fashioned and love tabletop.

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Turns out, I’m here everyday! :joy:

As combat will be a core experience in A Realm Divided. I have chosen to create Update 0.5 - The Combat Simulation Update.

An additional option will appear on the Warning Screen (above the changelog option) allowing for access to the Combat Simulation once deployed. This simulation will provide three unique scenarios meant to replicate a live narrative experience in combat (within the first iteration). During this update, players will have access to a pre-built selection of abilities based upon their class, the ability to apply stat points, and this will involve intense development and balancing.

I have chosen to focus development upon this update ahead of Update 1 as Combat will appear within Update 1. Garnering feedback and balancing now will assist in ensuring that the update doesn’t end up a complete mess. As such, expect this update to be highly iterative and feature subsequent ‘mini updates’ (0.5.1, 0.5.2, 0.5.3, etc).

Heavy work has begun on Update 0.5 today, and I’ve already made headway with a few key systems. Screenshot teasers below! More information on the classes to come.

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The last teaser… for now.

I’ve quite often talked about what’s going into Update 1, but frequently pivoted to the smaller, feature centric updates.

That said, the update itself has made significant movement. While I’ll only occasionally tease small pieces of Update 1, the opening itself isn’t quite that spoilery. Nonetheless, I’ll still tag it with one.

Please note: This is largely unedited as of this time.

Have a great night, all!

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Fourth paragraph: “manage to get to your feet”

My pleasure. I sort of do that automatically anyway, as it’s my job (well, part of my job, anyway; freelancing means you need to do a bunch of stuff). :smile:

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Appreciate you!

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What exactly does an Aetherial look like?

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Hello!

Aetherials are humanoid in nature. Aetherial evolution has allowed their race to adapt key humanoid characteristics, such as flesh, facial features, etc. That said, their skin is highly unstable, showing cracks that allow energy to ebb through. Their eyes are strictly balls of energy, and their fingertips pulse due to the instability of aether.

I do plan on properly overhauling the appearance descriptor in the Character Creator Demo to elaborate on this further.

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Can we be both a spellcaster and melee weapon user or our classes does not let us be both

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Will there be any sort of cleric/paladin type classes?

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Hello!

I’m currently determining that, truthfully. I’m looking at allowing both, but it depends on how I create the gear system (currently working on developing inventory atm). If I class restrict, I may solely allow for spells when it comes to the Warlock/Witch.

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Hello!

So, A Realm Divided will not feature any additional classes beyond the three so far. That said, there will be party members that join, and they may have healing capabilities.

Right now, a large swathe of these core details are being determined as I build out both inventory and combat. Algorithms for dynamic leveling of stats are beginning to form. About an hour ago, I built out the dynamic subroutine for comparing strength to maximum inventory weight and updating accordingly. Based upon function in the combat simulation test, it’s working as evident by this (note strength against maximum inventory weight).

Screenshots!





As noticed, when your strength goes up, the system runs a subroutine check against it and accordingly increases inventory max weight capacity. I’m not a major programmer, being blunt. As such, I’m speaking with some others to condense my code and logic. It started as a large series of if statements, but has since been largely condensed and much more efficient. :slight_smile:

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Can I use the party members to sub for stats I’m lacking? E.g., if I’m maining Int+Cha, can use a high-strength companion as a pack mule and a high-wisdom one as a relay to the coalition?

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That’s the goal!

It’ll take some time to figure out everything from a systems perspective, but I’d like to replicate a battle and party experience similar to Dragon Quest and Final Fantasy. :slight_smile:

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I thought Aetherials was like Aeon from Pathfinder. Phew, I was wrong.

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Yeah, they’re their own thing!

They’re still relatively new to my lore so they’ve been evolving, but I’ve enjoyed making the Aetherials thus far.

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Hey, everyone!

So, I’m currently hard at work on the inventory system. Given the breadth of size of the game, and the fact it’s a pure RPG; the inventory system is set to be quite robust. Plenty of loot, plenty of combat, plenty of encounters. As such, it’s going to be an ambitious undertaking but I’ve built my own form of inventory compared to what I typically see in other games on here or in the Choice label.

I’d love to see what everyone thinks, and will lob a poll for it. Let me know if you have any feedback! This is a heavy work in progress.

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Thanks for all the support, thus far!
~Zach

  • I love it!
  • I like it.
  • Not a fan, man.

0 voters

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Oh, hey, I’m there.

Hiccup: ss4 says FotF gives +2 Strength, but in ss6 it only gives +1.

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