Estheria: A Realm Divided (WIP) (Character Creator Demo Updated @ 12,667 words!)

Howdy, everyone!

Expect an updated State of the Realm to come by the end of this weekend. Plenty to talk about, and plenty more happenin’ behind the scenes! Many technical elements are being worked on, which has put a large stopper on content. However, once it’s all done we’ll have a base that allows me to churn out content at high speed beyond the actual writing.

My health is slowly, but gradually - improving. Thanks again for all the well wishes.

~Zach.

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While I’m here…

I’d love for a small snippet of Community Engagement.

What do you think about the Kingdom Lore included in the Compendium?

  • I love it! It’s deeply detailed.
  • I think it’s solid, but could be expanded upon.
  • I’m not a big fan, truthfully.

0 voters

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I hope your health improves soon and you can continue with this amazing project that has a lot of potential.

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By the way, a question about magic will it be restricted to only one type of magic or will there be several classes? I hope you understand the question

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Hello!

Thanks a ton for the compliment. I deeply appreciate it. :slight_smile:

To answer the question properly. While magick is largely restrained to elements of the Warlock/Witch Classes, magick itself is contained within the Spellbook.

Several schools of magick exist within the Estherian Universe, each representing key elements and fashions of manipulating aether. A few of these schools will initially appear in A Realm Divided, but not all (for scope purposes).

My goal is to ensure a breadth of diversity in magick spell-casting. Overall, every Class will gain access to a myriad of different abilities that allow for diversity - delivered through an enriching narrative experience.

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By the way, two more questions will our path be limited to being good or bad? and our choice of race will affect our statistics and we will have some racial ability?

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Thank you very much for taking the time to answer my question.

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Not an issue! Questions and engagement are always welcome.

  1. There will be a karmic system in place throughout A Realm Divided. This will open or close certain pathways, alongside other mechanics. However, I also adore options of neutrality, and find nuanced options quite fun to implement. One set of elements tied to this will break through in the planned Definition of Insanity Update. In that Update, the Sanity system will become prevalent, and introduce unique content based upon your Sanity level. It’ll be quite fun!

  2. Race does not directly affect Stats. We will find some Race-based dialogue options, some changes to character creation aspects such as height (should you pick Dwarves, for example), among some other changes. However, each Race does have a unique Aspect planned. Further, your choice of Race directly affects your starting area in the game, producing a completely different opening for each. This is a large swathe of work that will take place over the next two years of development, but set the stakes for high-quality gameplay and a unique playthrough each time with high replayability.

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classes that are not related to magic will be able to use it to heal or boost their stats? like the warriors who use battle aura? and in addition to being able to create our equipment, we can use alchemy to create our own potions and sell them? Will there be battles where we have to bring companions or could we have our own pets? sorry for many questions

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STATE OF THE REALM - JUNE 2023


Hello, Heroes!

Welcome to the next State of the Realm for Estheria: A Realm Divided. This series will release on the 1st of every month. Given the delay in release timelines, the plan is to place this firmly back on track in July 2023.

State of the Realm takes a deep delve recap on the prior month in development. New announcements are made, teasers and art drops take place, and more goodies as they unravel!

For this month’s edition, we’ll be looking at realigning development.

Let’s delve in, shall we?


Health of the Project

As mentioned previously, I’ve been in rough shape. Emergent health issues caused a monthlong pivot in which multiple avenues of creative expression and development ceased - most importantly A Realm Divided.

While development hadn’t halted 100%, it was close enough. During this time, I was barely able to maintain a digital presence. I’d like to say that I’ve swung back to full strength, but I’m not nearly out of the woods yet. However…

Development has resumed in sprints and bursts.

I’ve regained some energy. With it, a return of motivation has helped place me back on CSIDE. In that time, I’ve re-assessed certain components of the project - each associated with Update 0.5’s development.

Update 0.5 contains many elements, both over and under the hood. These elements are critical to the implementation of this game as an interactive RPG. From many angles, my plans for the update accrued technical debt, and it’s something I must head off to prevent a massive collapse of the project later in development.

I’d much rather maintain focus on writing and developing content. It’s the heart of the project and what I’d prefer to do. Nonetheless, I refuse to sacrifice the quality of the project and compromise any of my own ideals, visions, or promises I’ve made to the community. As such, I’m pushing through some of the more difficult technical areas. Speaking bluntly, I’ve done my best to minimize technical overhead, but A Realm Divided will contain well over a thousand variables by the time development hits the finish line. Merely speaking, there are a dozen systems, several of which communicate with one another quite intensely.

In reflection and in truth, I certainly think I’m pushing ChoiceScript’s limitations. However, I’ve fallen in love with the language, the type of games it can produce, and CSIDE. I’d much rather stick with this platform and produce my vision rather than go elsewhere.

Some timelines may shift, but I plan to resume my active development updates and postings. In turn, once I’m fully back to health - I will provide a revised timeline in association with the former content roadmap.


A Dash of Magick

Yesterday influenced this, truth be told!

I’ve fielded many questions regarding the use of magick and abilities in A Realm Divided. Amongst these are questions about how you’ll manage to diversify builds, what elements are in play, and how magick operates.

Let’s talk about it.

Estheria: A Realm Divided will feature five individual Schools of Magick (SoM’s). These are:

  • The School of Frost (Frost/Cold)
  • The School of Flame (Fire/Heat)
  • The School of Water (Healing/Water)
  • The School of Earth (Earth/Wind)
  • The School of Chaos (Chaos/Dark)

These SoM’s are primarily accessible by the Witch/Warlock Class. However, this doesn’t mean that the other two Classes are without the use of magick and/or abilities.

The Warrior Class utilizes rage-based abilities, which draw upon elements of Flame, Earth, and Chaos.
Expect further deep-dives as development progresses towards Update 1, but I doubt you’ll be displeased with the results!

Separately, the Ranger Class utilizes nature-based abilities, which draw upon elements of Water and Earth. Likewise, a further deep-dive will happen as development on Update 1 progresses.

The Witch/Warlock will be given an in-depth preview of the Spellbook upon reaching the point of selecting their first SoM. For balancing purposes, I will allow players to select a total of three SoMs. The second and third selections will occur further in the storyline, at key moments of development.

Using a mixture of levels and skill-points as gateways to access, you’ll have the option to pick from a variety of Spells, including their appropriate augments. These spells are primarily combat related, though core spells will provide unique dialogue options and alterations to certain scenes. Expect potential benefits (and consequences) from their use!

While I’m unable to provide an image at this point (much is still technically in progress), I’m currently deep in the design phases for the Spellbook proper. How it’ll look visually, ease of function, the upgrade system, and more!

Different spells will further apply key Element Effects, which will target enemies in varying manners. We’re still working on some tweaks to how this’ll apply, though it’ll use some complicated subroutines in code. I’m currently contemplating design styles for how differing Element Effects might overlap with one another, so this’ll also receive a dedicated section (or Demo) as I progress!

Magick will receive a revisit with further details - as soon as I have the proper functions in place.


Visual Upgrades

I’m managing to save up a tad bit of spare cash, and I’m a sucker for providing acuity - even in this regard!

In turn, I’m looking to onboard additional art commissions and provide some visual tweaks. My hope is that it’ll provide a bit of UI clean-up. In addition, I’d love to release content to platforms such as Patreon in the art realm, though that’s a matter for another day. Separately, I’m releasing a poll today that’s actually quite important.

This is a full-scale RPG in an interactive fashion. Ensuring things are coherent, consistent, and clean is important. I’d like to know from those who’ve seen my posts - who’ve tried my Compendium, and generally seen how I work… your thoughts.

Let’s roll it out.

HEROES! How do we feel about my UI design thus far, the use of textual images as headings, and general cleanliness of the client?

  • I think the UI is stellar, thus far. Your use of visuals is on point, and it’s easy to read.
  • While the UI is in a decent place, there are certainly areas of improvements. (Comments appreciated, but not required!)
  • Generally, I’m not too big a fan of what you’ve done thus far. A different direction wouldn’t be a bad approach.
  • I hate it. Nuke it. END IT. NOW!

0 voters

Expect plenty more updates in the weeks to follow, and stay safe!

Until next time, Heroes.
~Zach.

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Afternoon. Heroes!

A small mini update. Progress is moving rapidly once again. Additionally, many elements related to A Realm Divided and the studio I created for Estherian titles are in process.

I’ll be back home from a much needed and overdue vacation tomorrow. Expect some proper info then!

Til tomorrow,
~Zach

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Hello, Heroes!

I have returned from my much-needed vacation. Let’s give a bit of an update, shall we?


PROGRESS UPDATE

A Realm Divided's development has resumed at a normal pace. I have begun steadily working each day on the project. Amongst this is a clearing of technical debt. To give an idea of where we're at...
  1. Development has reached high priority to finish the equipment system. This is a two-piece step. The first involved my migration of how the inventory was structured, opting to build it into its own cohesive file - powered by subroutine calls.

    This allowed for multiple optimizations - both in my workflow and program efficiency. Previously, the inventory system was built and designed to be nested within the Stats file for the Compendium. This is no longer the case. A separate inventory file was created, and all items moving forward will draw upon a subroutine call to this file.

    With that in place, I do not need to scroll for potentially an hour to try to dig for certain repeating pieces in the Compendium file. The Compendium by itself is extremely powerful and extensive, and will involve an extensive amount of code to operate. By separating these functionalities into their own files, I’ve reduced the overhead extensively.

    For the second part, I’m currently building the system as we speak. You’re able to draw upon weaponry with ease from the inventory file. My key here is to work and sync these items up in such a manner that you can ruffle through your equipment, view its statistics at any time and that of your party, and make changes if needed.

    This is where technical debt comes in. I’m still working on connecting these two, so that they may easily speak with one another. For the equipment system, it’s relatively easy to sync and draw upon the inventory file’s currently equipped items. It’ll pick the name and such, and pull that data. What needs to happen next is a situation in which you can then select that piece of equipment from the list, and pull its data and screens from the inventory. I’m currently working on a solution for this.

    However, we’re making some headway. Attached below are some images.
Equipment Teasers (Minor)

  1. Combat - The equipment and inventory systems completion is critical to the function of core combat. However, that’s not all going on. I’m creating the data that my best friend will use to develop the code that determines turn order, applies elemental effects, and loops unique combat sequences.

    Some of this, I could do solo - to be frank. However, I have a thousand and one elements that have to be built out and functional. My goal is to return to making direct content for the title as soon as these systems are in place. Update 1 is going to be quite a juicy one, but you’ll get the delicious teaser of Update 0.5 beforehand.

  2. Lastly… Plot Progression.

    A Realm Divided’s story is quite an old one. I first conceptualized A Realm Divided in 2019. In the succeeding four years, I’ve massively upgraded my writing and storytelling skills. As such, I am heavily working on adapting the core framework of A Realm Divided’s original story, but updating many of the rough edges and providing changes that stabilize the entire structure in a cohesive/coherent manner.

    This takes time, especially as A Realm Divided was originally not a title that would branch nor be nearly as dynamic as it is now in this format/medium. Multiple branching pathways are being created, new characters are in concept stages, and the core plot framework is subject to upgrade and change over time.

This gives quite a bit of an idea of where development is at, where my priorities currently stand, and where we’re going. On that front, I’d like to take time to introduce the wider component that Estheria is housed under.


Arcanis Productions

Arcanis Productions was a studio I founded last year. It was founded with the distinct goal of developing Estherian-themed properties for the realm and universe. These will vary across a large swathe of mediums.

Despite my own company and (small dev team) working on other Estherian projects on the side. That’s not my intent nor will to advertise any of them here (especially given they’re not publicly revealed). For the record, 99.9% of my development focus is on A Realm Divided, whereas I’m mostly managing the other components and their projects.

Given its namesake of the Continent Arcanis-, Arcanis Productions will serve as the ‘developer’ for A Realm Divided.

When the time comes for submission of the title, I will remain a primary developer on Choice Script and Choice of Games. I absolutely have fallen in love with the language, the tools at my disposal, and the company in general. Soon, an official website for A Realm Divided will launch. It’ll be under the studio itself, but the website will primarily gear towards ARD. I will share details as it comes closer.

The official studio logo is below.

Studio Logo

One last surprise, a poll.


Which Logo is Better?

I stumbled upon my old files for the original logo of A Realm Divided in the past week. As such, I'd like to put it forward for a vote on which of the logos I should keep. The logos are listed below, inside of a dropdown. Upon viewing it, let me know your thoughts by voting in the poll!

Old Logo


Current Logo


Lastly, poll below!

  • I prefer the current logo.
  • I prefer the old logo.

0 voters


Thanks for all your support!
~Zach

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STATE OF THE REALM - JULY 2023


Hello, Heroes!

Welcome to the next State of the Realm for Estheria: A Realm Divided. This series will release every month between the 30th, 31st, and 1st. This change has been made effective for this State of the Realm, and subsequent State of the Realm posts moving forward.

State of the Realm takes a deep delve recap on the prior month in development. New announcements are made, teasers and art drops take place, and more goodies as they unravel!

This month will give a blast back into actual content, besides my prior talk of systems.

Let’s delve in, shall we?


CHARACTER DROP #1: INTRODUCING ABATHUR

Keep your chin up, kiddo. Won’t be the last time you taste the dirt.~ Abathur Sylvas.

Known as the Elder, Abathur Sylvas is considered a main non-party character for Shadow Elf players in Estheria: A Realm Divided.

Considered the ingenious right-hand of the Guild of Blades, Abathur’s endured a life within the shadows. Engaging in thievery, high-stakes heists, murder, and other illicit crimes from a young age, the aged elf has earned his share of war scars.

Deep within, the Elder harbors an ill-gotten secret, one that’s haunted a winding past.

There’s no rest for the wicked.


Introduced early in Update 1, Abathur will provide crucial advice in a mentor capacity for your journies. He was conceptualized years ago, originally holding a place within the cornerstone of the wider plot. While this still remains true, I’ve expanded his presence, instead choosing to weave Abathur into the main storyline in a separate capacity for those who choose the path of the Shadow Elves.

Given his experiences, the Elder elf has kept himself afloat with a wicked sense of humor, tinged by sarcasm. Despite filling your adventures with a good chuckle, he’ll oft prove useful, especially in the early stages.

However, this is your story. It’s up to you whether he truly becomes friend or foe, and the extent in which his presence serves to aid or hinder your journey through emboldened lands.

Given his prevalence in the main storyline, I’ve avoided providing further details. Budget-depending, I’m seeking to provide character artwork for any major reveals pretty soon.


Website Development

I’m currently hard at work on an official website for Arcanis Productions!

The primary focus of the website is A Realm Divided. However, other titles are expected to eventually work their way through the site. I will not advertise any other titles on this site (beyond titles that are developed for the Hosted Games brand).

This forum will remain a primary source of engagement, feedback, and news on the project. Separately, the site is designed to allow for any media showcasing I choose to do, to provide a suite of Arcanis Productions products over time, and to generally elevate the Estherian brand.

Separately. I’m working on some other overhauls in the background. I do have a few others I work with on a relatively volunteer/contractor basis (under Arcanis), and they’re working on some things of their own. It’s very well possible that they may enter the fold at some point on engineering optimization/assistance with A Realm Divided!

Alright, let’s recap the last month of development.


June 2023 - Flashback

June was a month in which I managed to properly resume development. As Estheria remains my permanent passion project, I’ve increasingly found the motivation to work on new features alongside the churn of content development.

Much work went into the backend on building the party system, hooking key components into the inventory system, and drawing upon various elements to prep for implementation of the combat system. Little was done in the way of content, but that’ll be changing as each system is laid into stone.

Over the next few days, my goal is to finish the equipment system. Mainly, I need to develop a consistent pass-through for certain inventory items and their equipment changes. It’s a bit tricky, but I’m close to implementing the foundations for it. Assuming that goes well, we’re looking at a comprehensive, RPG-grade system for inventory.

Separately, I will be taking quite the hammer to the storyline. I have the building blocks worked out, but I don’t have them in any meaningful fashion or manner to draw upon as I develop the plot. Given the extensively dynamic nature of the game, complete with branching paths; it’s critical that I have the entire plotline visualized.

Each of the starting paths contains its own version of Act I. It’s essentially as if I’m making Act I five separate times, each unique. Where this poses a difficulty is providing characters you can grow with through the storyline. The majority of your deeper connections encountered in the story (such as properly developing your party) are encountered in Act II, where all characters will align regardless of your starting path.

To balance this, I am working on providing optimally a singular party companion that will join you within Act I. This way I don’t overwork or overextend the storyline in a way that drops the ball on cohesive/coherent characters that you’ll enjoy and attach to.

Overall, I have some major goals for July. I am returning to my job from a Medical Leave on the 12th. As such, certain limits to my development capabilities will return - but I’ll work to prioritize the project nonetheless.

Expect a suite of busy updates and discussions to return here!



FINALE: THE POLL!

Let’s roll it out.

HEROES! The following poll is designed to reaffirm how others would like the first Update to play out. I am willing to launch Update 1 in an alpha state, with the Update partially complete. This would take place once enough content is deemed sufficient for that launch. The Update would receive its second half of content in the Alpha v2 version, before shifting to beta for editing and polish. Otherwise, I will stick to my sole plan of releasing Update 0.5 for Combat Testing, followed by a full and complete Update 1.

Please Note: Regardless of the decision made, Update 0.5 will launch before EITHER the Alpha or completed version.

Please let me know what you think in the poll below!

  • Releasing Update 1 as an alpha with partially completed content sounds fantastic!
  • I’d rather wait until the full completion of Update 1, and instead look forward to the earlier release of Update 0.5 to hold me over.

0 voters

Expect plenty more updates in the weeks to follow, and stay safe!

Until next time, Heroes.
~Zach.

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Afternoon, Heroes!

Wanted to roll another poll here, regarding Character Drops.

How’d you all feel about the details for Abathur’s drop? I’m trying to avoid critical spoilers ahead of Update 1, so I’m mainly seeking to give small glimpses at characters as they’re developed.

  • I thought it was great!
  • It was alright, though pretty short.
  • Wasn’t a fan, man.

0 voters

Thanks, everyone!
~Zach

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Posting again!

I have enormously good news.

The technical challenges with passing data between both the inventory and equipment systems have been resolved.

With the systems functioning in a normal capacity between one-another. I’m going to finalize the actual process of ‘equipping’ an item. Once equipment is done, that’s one of the final pieces behind the inventory system. In turn, I can begin shifting focus to resuming combat development for Update 0.5.

Separately, I am building an items database for the title. Due to the variety in classes and playstyles, I’m looking to create an actual RPG-like set of items. Between all forms of equipment and consumables, the game will most likely have a few hundred items on its own. This will require a balancing act, as I’m working to develop the curves for the progression of XP, Stats, and obtaining equipment.

I am unsure if it’ll be easily feasible to implement difficulty settings. As such, I’m currently looking at creating a uniform baseline of steadily rising difficulty throughout the title. Expect more details on that as it comes to fruition.

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Last one.

I realized I forgot to provide a small teaser-snippet of Abathur as part of the character reveal.

Enjoy!

Teaser 1


Teaser 2


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HEROES!

I’ve been hard at work with a variety of different elements over the past few days, and have set a roadmap for this month. My goals include.

  • Finish the Equipment System’s implementation for Estheria: A Realm Divided.
  • Upon completing the equipment system, finalize the Inventory System.
  • Begin proper development of the Item’s Database, plotting out the initial items set for Update 1.
  • Create curves for XP to level, combat formula curves, and a general theorized ‘progression’ curve.
  • Finalize the remainder of party data, passing it over to my engineer to finalize the component of combat that determines turn order.
  • Once the above is completed, begin developing the required subroutines for combat.
  • If successful before the month’s out, begin preliminary testing and finalize Scenario 1 of the Combat Simulation for Update 0.5.

Separately, I am launching a poll while in the process of revising my original roadmap. Humans were originally planned for Update 2, and may still be so. However, I have chosen to open a specialized poll for roadmap development.

Please select which of the following you would prefer implemented for Update 2.

  • The Humans
  • The Dwarves
  • The Elves
  • The Aetherials (This one is not a guarantee if voted the most).

0 voters

As mentioned in the above poll. Should Aetherials win, it is not a guarantee they will be used for Update 2. The reason is that the Aetherials have unique racial components and features, which will add additional development time. Update 2 will continue laying down foundations for the rest of the title - as such, it may be unfeasible to work on key system foundations while separately building them out.

Once again, I’m in your debt.
~Zach.

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Hello, Heroes!


The jury is out:

Humans will remain for Update 2 after all!

However, some of the other updates have been reorganized on my internal planning calendar - this also includes the shuffling of the race structure to align more closely with the community’s votes.

I am proud to present, the revised roadmap for Estheria: A Realm Divided.

Official Roadmap

Have a fantastic afternoon!
~Zach

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Afternoon, Heroes!

While not finished, I’m currently hard at work on the Equipment and Inventory systems. As the large roadblock has been resolved, I’m now working on critical implementations. The systems bounce off of one-another, and I’m beginning the code implementation for actually ‘equipping’ an item. This should be completed within the next few days.

The Compendium has become a ‘master hub’ for everything data-wise in your gameplay. Most systems will dynamically interact with it. I’ve taken strides and steps to organize the UI to the best of my ability. However, this game is an RPG. In turn, a lot of complexities are present. This is the current form of the Compendium’s ‘main menu’ so to speak.

Nonetheless, I value community input and feedback. Please view this poll within the context of the game as an interactive-RPG, while answering.

QUESTION: Is the current Compendium main-menu satisfactory? NOTE: This screenshot was taken in dark mode.

Compendium Main Menu

  • Given that the title is an RPG, the UI is stellar.
  • Despite being an RPG, it’s not great.
  • Despite being an RPG, it’s too complex.

0 voters

I did my best to add the poll options in an unbiased manner. I genuinely appreciate feedback, and will reply to any comments should you have them.

Thanks,
~Zach.

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May i just suggest that you compact different things into different sections?

It would solve your worry of it being too complex, and make it tidier too. Two birds with one stone.

For example; Kingdom lore, Known locations, and Known characters could be placed under a lore submenu. (although ideally with a more imaginative name :grin:)

And perhaps, hero information, equipment, and inventoey could be placed under a character management submenu?

But beyond that, it looks very good! And it’s likely the best you would be able to do with Choicescript either way.

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