State of the Realm - November 2023 - Revised Edition
Hello, Heroes!
My State of the Realm last week was paltry, and weāre going to fix it. I was gone long enough that those waiting deserved something better than that.
I wanted to take a little time to provide an update on the past week, and \whatās really been going on.
Letās delve in, shall we?
Status Update
In the past week:
- Iāve added an additional 6,000 words to the project, completing an additional multi-branched component of the race-selection mini-stories.
- Underlying code overhauls occurred on the Compendium, this is designed to incorporate a stricter structure, preventing significant errors with the integration of future systems.
- Began preparation for the upcoming ChoiceScript Changes (Checkpoint System)!
- Lastly, began first-touch integrations on the Base of Operations (?!?!?!) System, which weāll talk about below.
The bottom line is a mixture of health issues, job integration (new position), and code-cleanups/overhauls delayed work on Update 1. Now that those are resolved, weāre back on track, and I am fully committed to a release no later than December. Especially given how much is now intact.
Weāre going to talk about a few things I shouldāve covered in the State of the Realm a week ago. Letās do so now.
Racial Mini-Stories
A large component of the Prologue and CC Demo 2.0 overhaul was the inclusion of Racial Mini-Stories. Each of these tells a condensed tale, providing a compare and contrast of the race youāre viewing. This provides not only a small snippet of content to indulge in, but further informs your choice - given the planned size and scope of the game.
As long-known, each race has its own variant of Act 1. This will be large and will provide plenty of backstory on the race at hand. The first version of Act 1 will be known as The Shadowed Veil, which allows players to experience the story through the view of a Shadow Elf.
Each Racial Mini-Story ranges from 5,000 to 7,500 words. This has expanded as Iāve added the first view of branching content. I did this for 3 reasons:
- Ensure that you have something solid to play through.
- Provide a small preview of my focus on choice and consequence story/gameplay.
- Lastly and most importantly, ensured I could structure my content and code in a way that would be easy to adapt and manage throughout development.
Thereās five mini-stories, but Iām going to provide a spoiler preview of the content here through the humans branch. Note: This content is unedited as of this time and may contain grammatical/spelling errors.
Image #1
Image #2
Image #3
Image #4
Image #5
Now, youāve seen a snippet of a pathway. However, in Image #3, thereās a choice to be made. Menacingly tearing the blade, or providing mercy. Youāve seen what happens should you choose to tear the blade out. Howeverā¦ something different occurs if you show mercy.
Other Route #1
Other Route #2
As youāre able to see. Thereās a consequence for every choice you make in A Realm Divided. Now, this could be minor. It could be nothing, really - some small quirk or change. But it could change the way others view you. It could impact markets and their costs, it could destroy villages, those you hold dear could perish.
Choose wisely.
Base of Operations...
If we flash back to the previous postās pollā¦ An unannounced feature (???).
Iāve long teased a form of township system, of running your own headquarters, your own people.
Itās Wartime, Commander.
The Base of Operations system will provide a singular focus point over skirmishes, major battles, raids, throughout the story. You will execute key Adventures and Stories from this location. Youāll distribute your Tessetts (currency) to provide upgrades that further your battle readiness. You may review your progress in the ongoing conflict, change strategies and tact, and work to order supplies and take care of your people.
This feature will first debut in a separate areaā¦ in Update 1.
Update 1 will provide the first glimpse at the Base of Operations feature, taking the place of the original code foundations I resurrected from the Arena. Whilst you wonāt deal with turn-based combat, youāll see a flash into the future management that youāll indulge in. Further, by hammering these systems out, youāll be ready for Update 2 - The Shadowed Veil, where this feature is expanded upon.
Iāll have more in the coming weeks to showcase on the Base of Operations, but Iām unbelievably excited to bring it to fruition. Itās ignited a further passion throughout the project and will showcase my improved understanding of ChoiceScript.
Checkpoints
As some of you may know, Dan and CoG announced an incoming update to ChoiceScript in the form of Checkpoints (a take on saves).
Iām incredibly excited to see this coming proper, and not to be reliant on Donās save system present in Moody, as when A Realm Divided launchesā¦ it wouldnāt have it.
I planned on properly integrating my own take on a save system, but this eases things along. Whilst the checkpoint code is not in CSIDE nor Moody (and may never be in Moody), I am creating and structuring a special set of checkpoints and mechanics. These will remain commented out until launch, when Iāll go through the game files (or if Moody updates), and activate them. Youāll see more of what I intend to do with these at a later date.
Finale
Alright. Weāve done things right this time.
Iām going to get back to work on hammering these systems out. My excitement as I finally approach the finish line of Update 1 continues to build, and I genuinely hope you enjoy what Iām cooking up.
Til next time Heroes.
~Zach