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

Hey, Anna!

So, the plan if executed for 3 of each is to flesh them out individually. They’d have their own quirks and such, and to an extent mini-stories of their own possibly.

Though, it’s been a close vote so far on whether or not I should implement a pre-built or not. I’m keeping it open for a day longer before I determine the route I’ll take.

2 Likes

Hi Zark!

I’m not sure of a training component yet for the Ministers, merely because it’d add another layer of scope to an already systems-heavy game.

Howdy, Heroes!

Given where the poll is increasingly landing, I’ve made the decision to create a customizable War Cabinet.

Each member of the War Cabinet will come from one of three choices. You’ll be presented with a candidate profile, they’ll have their personalities, their own quirks, and their own take on dialogue and advice that they’ll provide. This will take a small sliver of development time, but will provide quite a bit in the long run in terms of unique content.

I’ve already begun development on the selection system, and linking it up with the narrative. A snippet of this is below.

Image #1

Image #2

Anyways, I’m trying to get back to pretty regular updates. My work-rate has been variable as I’ve been off and on ill, but I’m making plenty of headway.

Take care,
~Zach

5 Likes

I have a question about the pets. Will we get the pet we chose from the character creation immediately/early or will it be sometime after we created our MC? And will we be able to customize them? Names, genders, colors, abilities, features, etc?

Hello!

The mythical companion will serve a purpose later on in Act I. At this time, I don’t have plans for it to have any direct customization beyond naming.

Hello, Heroes!

I come with some… rough news of my own making.

Whilst working on image implementation for the unique War Cabinet choices today, my CSIDE suffered an unfortunate glitch. In doing so, it completely wiped the contents of my main file housing the Base of Operations code.

Despite my best efforts, I had not recently created a backup out of my own folly/forgetfulness, and so the contents of the file were lost for good.

However, through a mixture of the teaser images and some other files that had pieces, I should be able to recreate what was lost. This may take a few days, much to my own disdain.

Nonetheless, it’s a takeaway lesson, and I plan on hourly backups moving forward - as I should have done in the first place.

Take care, and have a great evening.

10 Likes

Oof! aXoW289_460s
It feels like it hurt even more since there was no backup either. This feels like that feeling when you put in a lot of hours into a game but while saving, the game crashed and when you started it back up, the save was gone and you didn’t made any other saves, so you gotta do everything all over again. This is obviously worst since this games involves making your own “codes” which already sounds like a problem to me.

6 Likes

Hello, Heroes!

Positive update this time. Solid progress has been made today with reconstruction of the prior content and code. It’s coming along much quicker than anticipated, along with some upgrades on a polish pass.

An example of this is the Initial Allotment parchment, which now looks much cleaner.

Image Inside!

With luck, I might actually be capable of a full restoration by end of day.

Take care!
~Zach

8 Likes

Yeah, it hasn’t been a pleasant feeling.

I’ve begun running hourly backups, and actually have made significant headway. I have a few testing some bits and bobs that I frequently showcase content to.

In truth, the most difficult part was replicating the writing already in place. However, I had so many images documented that I was able to reconstruct 80% verbatim as it was before, and that has now been completed.

I’m working on reconstructing the code, but I know most of what I wrote and how to replicate it - so it should be smooth sailing from there.

2 Likes

State of the Realm - December 2023 - Feature Showcase

Hello, Heroes!

This one’s a bit past-due. However, we’ll make up for it with quite a reckoning of content/display. While I have some images to provide, the large swathe of this update will simply be text.

It’s time to officially showcase the Base of Operations system, serving as a critical component/feature tied to the storyline of Estheria: A Realm Divided.

Let’s delve in, shall we?


Status Update

In the past month:

  • I’ve added an additional 10,000 words to the project, mostly tied to the Base of Operations System.
  • Development began and progressed in earnest on the Base of Operations System. I’ve developed narrative, code, pathways and design, and numerous mini-systems within the broader feature.
  • Developed algorithms to calculate usage variables within the Base of Operations.
  • Wrote a new suite of characters, including 2 new RO (Romance Options)!
  • Linked up two branching paths in the Prologue.
  • Rebuilt the erased Base of Operations code, using an intricate measure of a located earlier file, images, and notes I had left.
  • And much more!

I’ve done more than I expected despite suffering a major dental setback. I unfortunately had to have a tooth extracted two weeks ago. During recovery, I developed a dry socket, which caused excruciating pain. I was bedbound for several days, and during that time, progression had completely halted. That said, I’m back and swinging, so development continues.


Base of Operations - Feature Showcase

As promised… I’m pleased to present the Feature Showcase for the Base of Operations!

We’ll break it down piece by piece, detailing what to expect within the feature and content introduced to A Realm Divided as part of the playtest.


Quality of Life --- IMPORTANT ---

As I construct and develop the Base of Operations, I’m taking special care towards the quality of life for players who may not be interested in the mode/engagement of gameplay. In the initial playtest, you’ll be required to play out the mode.

That said, once the Base of Operations is integrated directly into the game proper, there will be an option to ‘simulate’ the gameplay and directly proceed on each War Objective based upon your prior choices, character development, and through several additional choices you’ll be presented with.


Separately, I’ll introduce three difficulties to the Base of Operations system.

Your difficulty will directly determine Royal Assistance (explained below) provided, losses that may occur, and key narrative checks/skill checks throughout the storyline.


Experience the Narrative of War

The Base of Operations system encompasses a narrative heart, much like other content within A Realm Divided. You’ll experience a riveting, multifaceted narrative experience woven with branching choices, consequences, and unique characters.

From the very jump, a narrative reason is provided to establish why the Base of Operations exists. As the newly anointed Arcanian Commander, you’re tasked with launching a wartime offensive. You’ll engage directly in missions that take the form of both Adventures (Story Quests) and Stories (Side Quests). Each will deliver ample narrative content designed to immerse and test your leadership.

In the playtest, you can access one Adventure and three Stories. This will provide significant content on top of the overhauled Prologue to tide you over until Update 2.

Note: This playtest contains significant spoilers for Act III of A Realm Divided.


Construct your Cabinet

Following the previous poll, you’ll have the opportunity to appoint handpicked candidates to comprise your War Cabinet.

Every Cabinet position features three choices. Each of these has their own personality, backstories, and unique Traits/Perks. An example of the work-in-progress candidate profiles is below.

Candidate Profile Teaser

Your War Cabinet is formed from a total of six positions. They are as follows:

  • The Vice Commander: Your Vice-Commander will provide key advice in critical leadership moments based upon their personality and experience and will also run the Base of Operations when you are out on deployment. Choose wisely, for a single misplaced call can throw victory to the wind.

  • The Minister of Finance: Your Minister of Finance directly handles the logistics of financial appropriations, updates and handles the war coffers, and proposes additional angles that can produce the fruit of an expanded income. Their in-depth knowledge is paramount to a financially successful operation.

  • The Minister of Stockpile: Your Minister of Stockpile is directly responsible for the management of your supplies. They’ll work to procure additional supply lines, redirect and provide changes that can bolster your surplus, and work to avoid the catastrophe of falling short on key munitions and aid.

  • The Minister of Operations: Your Minister of Operations is responsible for the management of injuries, upkeep of morale, management of operational functionality, and more. Their efficiency is directly tied to ensuring you have a healthy fighting front.

  • The Minister of Expansion: Your Minister of Expansion is responsible for executing tasks to upgrade your Base of Operations. This will include new structures, upgraded weaponry and materials, and much more. You’ll work in close conjunction with your Minister of Expansion to oversee these efforts.

  • The Minister of War: Your Minister of War is responsible for the training and management of the troops under your command. Anything involving direct War Efforts will be affected by the Minister of War, whom will have a direct impact on their success.

As you’re able to see, each member of the War Cabinet has a major impact on your gameplay. They’ll be those you talk to and receive advice from during critical moments and whom you interact with when touching their section of your Base of Operations.

Ensuring that your Cabinet melds well together is crucial, as the Base of Operations system will take into account the individual personalities of Cabinet members when rolling out pseudo-dynamic events that require your resolution.


Resource Management

Throughout your time as the Commander, you’re expected to maintain a positive upkeep of resources. This includes ensuring your budget remains out of the negative, that you’ve got enough troops in fighting form to execute missions/deployments, that they’re well fed, that morale isn’t negative (or experience the side effects), that they’re well equipped and much more.

You’ll work with your Ministers of Finance/Stockpile/Operations/War to ensure your operation remains viable on this front.

At the conclusion of each Cycle (month), the Chancellor and High-General will calculate your prior cycle’s performance to determine your Commander Score. In turn, your Commander Score determines the amount of Royal Assistance provided.

Royal Assistance will take on the form of Tessetts (Currency), rations, luxuries, weapons, armors, and troops. All of these are crucial to determine which War Path you ultimately fall upon.

Speaking of War Paths…


Plot Progression

I’ve spent a lot of time devising how your progression throughout the Base of Operations would ultimately play out. Above all, I needed to strike a balance between causing frustration at the thought of a Game Over, and providing a path forward that rewarded investment.

This emerged in the form of War Paths.

Estheria: A Realm Divided will feature four unique War Paths, providing a unique branching to the storyline that changes a few key elements along the way. They are as follows:

  • Absolute Victory
  • Decisive Triumph
  • Bitter Success
  • Pyrrhic Victory

Ultimately, how you fare in your key War Objectives will determine which War Path you fall upon. Will you limp over the finish line? Or perhaps absolutely devastate your foes?

Multiple unique avenues will open in your storyline based upon the War Path you’ve fallen into. These will alter key Adventures and provide one of four endings to the game.


Expansion & Development

When you first arrive, there’s little more than makeshift masonry and paint.

As the Commander, you’ll have the direct opportunity to dedicate resources towards the construction and improvement of multiple buildings/projects throughout your Base of Operations.

These may vary from minor defensive improvements to the R&D of improved weaponry or armors/equipment. Perhaps you’ll find yourself wishing to accelerate the training of your troops; all it’ll take is the funds to upgrade the Barracks.

Through these avenues, you’ll be presented with a myriad of choices on how you wish to build out your operation. Ultimately, the key is balancing your finances to ensure that you can continually afford the upkeep that each structure takes in terms of Supply & Maintenance Costs


Requisitions

Drastic times call for drastic measures.

In an emergency, you’ll have the opportunity to requisition additional supplies, men, and equipment from either local Townships or the Chancellor.

These opportunities are limited.

Should you choose to gain a requisition, whether the request is accepted and, if so - the amount provided is directly determined by your Commander Score and prior requests.

Additionally, should you request a requisition more than once, you’ll suffer a hit to supplies provided on the next Cycle and a possible reduction in Loyalty from your troops. A Commander who requires emergency assistance due to poor planning isn’t exactly one most would be confident serving under, would they?


Mission Deployment

As Commander, you’ll be tasked with leading Missions. Each Mission contains a choice from one of two Stories, providing specialized narratives and decisions that will impact your broader war. The reason these are marked as Stories is that they’re technically optional. You’re not required to undertake them.

If you don’t, you’ll easily squander into the lesser War Path.

Expect a multifaceted engagement on each mission. They’re tailored to hold a broader storyline, complete with their own mini-Stories, characters, and choices/consequences. You’ll face a variety of challenges that will test your mettle, your skills, traits, and your morality.

After-all…

War’s not for the faint of heart.


As you deploy to Missions, you’ll have the opportunity to select from the Troops available at your disposal to serve as a supporting force - which may open additional narrative opportunities/choices. Additionally, you can determine how much equipment you wish to utilize as you deploy.

Your success/failures on Missions will directly contribute to your overall Commander Score through the accrual of injuries, loss/gain of equipment and weaponry, and other material losses/gains.

There’s plenty to lose and to gain by each undertaking; the choice is yours as to whether or not you roll the dice.


Troop Management

Your troops are split into four levels of competency:

  • Tier I (Incompetent)
  • Tier II (Competent)
  • Tier III (Skilled)
  • Tier IV (Precision)

These contribute to your total Assault Score. A higher Assault Score opens up special choices and opportunities throughout your Missions and War Objectives.

Most Royal Assistance cycles will provide Tier I (Incompetent) troops. Through your Minister of War, upgrades of your training facility, and overall success, you can directly influence how fast they rise through the ranks of proficiency - and, in turn, bolster your overall firepower.

Separately, your troops may/will be injured on deployments. The total injuries will be determined upon the conclusion of any deployment. Your medical skills and troop management determine the scope of loss suffered every time you delve into battle.


The Big Picture - War Objectives

I can imagine - the question has become: what moves the narrative forward?

War Objectives

Every three Cycles, the next War Objective’s deployment will begin. War Objectives are the Adventures that drive the plot of A Realm Divided forward. Everything you’ve built up to will provide additional avenues and unique choices throughout these primary missions.

How you approach each War Objective is split into one of three choices. Whether they’re all available is dependent on your overall performance and choices as Commander.

I’ve plotted development of each War Objective to serve as major blockbuster quests, split into a large-scale arc with multiple major set-pieces narratively. The goal is to properly showcase the tragedies of war while moving the broader arc forward.

Current estimates place a total of six War Objectives spanning the total of Act III and IV. Upon conclusion of Act IV, the game will coalesce into a tightly knit final arc for Act V - removing the Base of Operations system from play.


Finale

Phew, that’s a lot.

I’m extremely excited to showcase more of the Base of Operations system in the coming weeks as it’s fleshed out. I’ve already got plenty of systems talking to one another, and I’ve spent quite a bit of time honing in on the narrative.

This system will be a flagship feature of Estheria: A Realm Divided. I hope you’ll genuinely enjoy it.

See you soon, Heroes.
~Zach

15 Likes

Played the demo in the past and pretty sure it was part of story lol but could be mistaken but i was curious if i was remebering correctly. In any case looking forward to seeing all the systems working and getting into the story in the future beyond the character demo portion.

1 Like

Hi Valixon!

What were you curious about? Sorry haha, I didn’t catch that in your message. :slight_smile:

If there was acctually a story portion to the demo in the past :grinning:

When is actual playable content coming tho, all the teases you have laid out have got me exciting , but without any actual in game substance it feels hollow. Hope your health remains good and we all can play in good faith cause if all the teases actually deliver it will be one epic game.

2 Likes

Hello!

The update will release upon the conclusion of development for the Base of Operations.

In truth, this update would’ve released long ago with completed combat content. A prior update indicated I had to cut Combat out of the game after spending months developing it, as ChoiceScript made it an exceptionally difficult uphill battle. Whilst it worked for a single player (turn-based), expanding it to cover the party became increasingly difficult.

In order to deliver an update of substance, I chose to rework the Character Creator Demo, adding a significant element to gameplay (Traits), racial mini-stories, and a proper story intro. This will be added in the update’s release, similar to the Base of Operations.

I’ve chosen to get the BoO system out of the way now development-wise as it would be difficult to attach it later when much has been added to the game.

I’d anticipate that the word content of A Realm Divided will increase from 12,667 as of Update 0.4 to 60k+ upon the release of Update 1. In short order,

  • Experience the Prologue, kicking off the story of Estheria: A Realm Divided.
  • Picked from one of five races, each with their own racial mini-stories that span 5-7k words each.
  • Choose your Class.
  • Experience updated lore, told through the new Lore Journal. Kingdom descriptions have been updated, location lore has been added to include the InterDimensional Rift, and Amyldia’s description has been updated.
  • Enjoy the Base of Operations Playtest, including multiple dynamic gameplay systems, a single Adventure (main Quest), and three Stories (side Quests).
  • Lastly, a first glimpse teaser at Update 2 has been added.
15 Likes

Hello, Heroes!

Just stopping by with a quick poll.

As I upgrade my formatting style in general when presenting information normally kept in a UI, I’m always looking for feedback.

Attached is the first Candidate Profile developed. Minor spoilers attached!

Image Within!

POLL: Do you like the Candidate Profile design style?

  • I love it!
  • It’s okay.
  • Not a fan, man.
0 voters

Thanks, everyone!

6 Likes

Happy Holidays, Heroes!

As we charge into the New Year, development continues apace on Update 1.

The Base of Operations System now features a fully implemented choice system for your War Cabinet. Split across a total of 18 choices, you’ll pick your appropriate Ministers to run the front.

I have begun implementing the first proper pieces of gameplay within the system, and am working on implementing the first Mission.

Separately, development also continues apace on wrapping up the remainder of the Prologue. With all code changes now complete, I merely need to implement the remaining racial Mini-Story, and we’re good to go.

Looking forward to 2024!

Have a wonderful Holidays.

~Zach

4 Likes

My only concern with this UI is the font for the name at the top. Some letters may be harder to read than others.

For example, in the image provided, Flynn is much harder to read than Oaks (took me more than a few seconds to recognize Flynn).

Other than that concern, I love the format presented.

1 Like

Hey, Eiwynn!

I actually agree. I’m struggling to find a font replacement that ‘agrees’ with me, but I plan on a swap. It’ll be a pain in the ass, being blunt - but I wish to get something that’s more formal and easier to read. This is 100% a placeholder, I promise.

I’m glad you enjoy it, otherwise!

3 Likes

Hey, everyone!

I am working with a new font development tool, and toying around with a couple of fonts. I think I’ve identified one that could serve as a viable replacement, but I wished for feedback on how you felt before I moved forward.

Font Test Inside!

PROLOGUE_TEST_1

This poll is more black and white, as I may make a few of these. I’d rather not have nuanced or ‘grey’ opinions. Let me know what you think!

  • I approve.
  • I disapprove.
0 voters
1 Like