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

Hello, Heroes!

I am pleased to announce that Update 0.4 - The Compendium (V2) is now LIVE.

This was the product of a week of painstaking work to provide information regarding the Kingdoms. Many elements were added and changed to the game under the hood in preparation for Update 1’s development, and the Compendium was significantly expanded as a result. In total, this update increased the game’s wordcount by 5,302 words, nearly doubling the size of the entire Character Creator Demo.

The patch notes are as follows:

  • Compendium: Added the Kingdom Lore section to the Compendium. Explore the Eleven Kingdoms of Harmony and their Three Wards with rich detail that provides a glimpse into their histories.
  • Compendium: The Known Characters section has been updated. Amyldia - the Keeper of the Rift now has a minor backstory addition. The Known Characters list will vastly increase in the future.
  • Compendium: The Stats Description section has been added. Every stat and their impact is now delivered in extensive, formatted detail.
  • Character Creation: Effeminate has been updated to Feminine and will remain so in text for future development.
  • Character Creation: Humans may no longer choose lore-breaking skin colors.
  • Character Creation: You may now choose any hair style with any hair texture (with the exception of Bald being locked to other!)
  • Startup: Game Logo has been added.
  • Gamewide: Multiple textual images have been updated for visual appeal/flair.
  • Textual Updates/Polish: A brief polish pass was applied to small areas of the Compendium and CC Demo to improve detail and readability.
  • Code: Multiple variables have been introduced under the hood in preparation of Update 1.
  • Code: Additional minor bug fixes.

Update 0.4 will remain the final update prior to Update 1. My goal is to introduce Update 1 properly over the coming weeks, and have already prepared my first sneak-peek into the update for this Thursday’s Uniting the Realm.

Thank you all for the feedback thus far, and keep it coming. Have a fantastic evening!
~Zach

20 Likes

Hey everyone.

As a heads up, my Uniting the Realm post may delay until Saturday. Turns out last night was the right time to finalize the update. A bout of food poisoning has left me bedbound all day in pretty crap spirits.

I hope everyone who’s had the opportunity to read the new additions has enjoyed them, and I’ll keep you posted.

Be well, all!
~Zach

15 Likes

Hope you get well soon!

Your health always takes priority over our statisfaction.

4 Likes

Uniting the Realm - Weekly Progress Report (03/22/2023)

Hello, Heroes!

It’s that time again for a weekly progress report on A Realm Divided’s development (a little early, as I felt a tad better today and wanted to hammer it out incase it didn’t last!)

Hot on the heels of Update 0.4, I’ve begun work on Update 1: The Shadow Elves. This update will be quite comprehensive in nature, and is planned to encompass a variety of content and systems. In early estimates, the word count for Update 1 single-handedly may exceed 60,000, depending on the level of content that is determined in planning.

To begin. I’d like to give a summarized scope for the update, and what it’s expected to entail.

Let’s delve in, shall we?



Summary Scope (Update 1)

Update 1 will not only be the first significant piece of content for A Realm Divided but will lay out the framework for Updates 2-5 (the other 4 races). My goal is to create a unique starting experience for the game based on the race selected. As such, this takes quite a bit under and over the hood. When developing content in this manner, my development process looks like the following:

  • Evaluate the breadth of race diversity based on existing lore.
  • Settle upon the starting location (in this case, the Shadow Elves begin in the Kingdom of Veltar).
  • Create initial story beats, setting up the show for how the player arrived, and what’s immediately next.
  • Develop the opening cast. This includes their purpose, their personalities, tidbits about who they are and their appearances.
  • Settle upon a branching flow of development. How do choices branch, which choices will branch, how will they eventually merge back into a main flow, and what impact these hold upon a broader plot or character development.
  • Design key systems and their content.
  • Begin assigning characters and developing routes in ArcWeave so I can visually witness how the storyline will play out.
  • Create variable setups and theoretical system implementations in CSIDE using a variety of subroutines and test scenarios.
  • Upon testing success, begin the process of merging these into proper flow.
  • Begin implementing scenes individually, weaving narrative as I go in a first pass, largely unedited fashion.
  • Proceed through development iteratively, continually expanding design and repeating the previous steps as I implement the update and scenes piecemeal.

As you can tell, this is quite comprehensive. While developing Update 0.4, I spent plenty of time on the side beginning to develop certain systems that would be present in initial iterations throughout Update 1. For this week, I’ll give a sneak-peek at one of them.


System Sneak-Peek: Crafting/Gathering

Estheria: A Realm Divided will feature a full-throated crafting and gathering system. You’ll be able to utilize locations along your travels to develop both your crafting and gathering skills, harvest items, refine those and turn them into something meaningful. In turn, you’ll be capable of grinding currency (within reason), and developing a community of your own (Feature Subject to a future Update). This will use an action-based system to prevent players from becoming too overpowered before continuing the storyline. Limited actions will be presented each in-game day, and you’ll have a limited number of days before the next component of the storyline must be progressed. This time frame also includes side quests, so you’ll be required to effectively manage your time. An additional snippet at features is below:

  • Choose from a variety of skills to gather and craft materials, objects, and consumables.
  • Develop your skills through a unique experience and buff system. Level them up, and pick your upgrades.
  • Barter and trade for specialty materials that may not be available for normal gathering purposes.
  • Travel to special zones for custom gathering events.
  • Gain certificates that unlock special reputational quests and events.
  • Expand your horizons, your experience will widen the choices available to you as the storyline progresses.

The system will serve as one of the major pillars of A Realm Divided, and will take an extensive amount of time in development.


Weekly Recap

As you may well be aware, I’ve largely spent my time this past week (aside from food poisoning, haha), on Update 0.4. My eyes are now firmly rooted on the horizon for the first major update to the game. Right now, timelines are fluid, but the community has voted to unleash the update in full at once. As such, you’ll have to stick to these updates for now. That said, I am still recruiting private testers for a special development branch. This branch will gain access to content much more often and will be designed to work out, balance, and bugfix these systems and development along the way. Please either join my Discord (linked in the top post), or let me know, should you be interested.


In Conclusion
Next week’s weekly progress report will be slightly different in timing for a specific reason: it coincides with the rough release timing of my first State of the Realm.

State of the Realm will be a major type of post, detailing larger content reveals. While this post was meatier and can somewhat be akin to a State of the Realm, I’d like to give the community a chance to poll at one of the pieces of major content revealed next week in my typical fashion. Let me know what you’d like, and I’ll see you then.

Til next time, Heroes.
~Zach

  • The unveiling of the first Class.
  • The unveiling of the first Gathering and first Crafting profession.
  • The unveiling of the first Character present in Update 1.

0 voters

10 Likes

Hey, everyone!

One of my last replies til next week’s update. This actually involves something actively in development as I began forging ahead on Update 1.

Normally, key statistics are listed by percentage Stat Charts. In this case, I’m considering going against that for Health and Mana (HP & MP) points. The reason is that typically the stat component of Stat Charts and fairmath involves not exceeding the number 100. This poses difficulty in the case of leveling and higher-level content.

In the following example, my proposed display is shown as follows.



As you can see, I’m proposing strictly using numbers. The system will pull your current max HP and MP, and your current values. While it’s not the cleanest approach visually, I feel it’s most optimal. What do you think?

  • I think it’ll work quite well!
  • I’m not a fan of it.

0 voters



If you have any feedback to offer on alternatives, I’m all ears.

Until then, take care.
~Zach

8 Likes

First of all, love the name. :smile:

And secondly, there probably isnt an other way you could do displaying the HP/MP stats. Unless you want to spend literal years coding. So this is likely the best approach.

Also I’d just like to point out it says (HP) by Mana points, where I’m assuming it should be MP?

2 Likes

The popular alternative is to offer a choice of numbers/graphic … you can see this best in Parliament of Knives or any of the other Vampire the Masquerade title.

4 Likes

Yeah, but VtM uses low numbers for those. I’m already seeing a 50 at level 1.

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The concept of a hit bar is well used/deployed in gaming in general, regardless if your numbers are 100 or 10,000 hit points.

In Choice Script, I feel the ability to tweak the UI is pretty restricted, unfortunately.

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Totally was hoping someone would catch the name :joy:

I noticed the HP in Mana section after I posted the image and have fixed that for the testing build :joy: though great call out.

Yeah… I just see no way circumventing fairmath’s 100 value bypass otherwise and this is an easy fix. Set a current and max HP and MP set of variables and just have them update with levels and things happening. Testing showed it working without a hitch.

Also to @Eiwynn, appreciate the nod! Will take a look at those so I could see what’s going on there. Any levels of polish that I can ultimately offer, I’ll work towards. A lot of today has went towards systems, testing, ensuring nothing more burns down than it already has… :joy:

While the actual leveling will be somewhat limited in the game to prevent going insane from balancing, (as I just saw @JBento 's comment while typing. There will be heightened numbers for health and mana at the very least. This will scale in accordance with the Class chosen.

I mainly want to avoid any situations where it’s too jarring or game-breaking to implement, primarily. Right now, I’m working on building the inventory system next.

6 Likes

You could make it so that, for example, every 10 HP is a little image of a heart. Something like that would work nicely if you’re stat increases would be constant, like +10 every level or so. But not so nicely if it varies, from maybe +7 one level up, to +23 the next.

1 Like

Screw it, throwing up one last poll because I’ve been mentally debating this for about three hours without resolution in my head. :joy:

My current proposal I’m going back and forth on is directly that 1 point in constitution = +50 to max HP, while 1 in Intelligence is +25 to max MP.

Thoughts?

  • Great idea!
  • Might not be the best.

0 voters

3 Likes

I just gave the demo another run; I ended up with 2 Strength, which I presume comes from picking the gryphon as the mythical beast? Or is it build-related (IIRC, I picked “stout”)?

1 Like

I think we need context and min/max boundaries before we can give constructive feedback here … for example, 1,000 hit points seems like a lot until it is revealed the" nasty swords" used by orcs does 10,000 points of damage per hit.

6 Likes

I think it would also make you suffer a dark souls-ish type run if you were going for a certain build. If you went as a mage for example, and put most of your points into intelligence, you could end up being basically one shot by quite a few enemies. In the late game at least.

3 Likes

That was due to your build choice! I’m actually going to edit the options to indicate what that gives a + to for build creation!

As for @Eiwynn , currently I’m working on that curve. My goal is to keep things low. An example that happens early on is that you have this 50 max HP start. An option you pick to dart through a thorny thicket of branches takes 10 HP away, now you might not always be able to do that. A singular enemy attack early on if it connects might be something like 10-15 of your max HP if it connects, versus a critical at 25 of your max HP. (early on of course, with set to scale).

You’ll have the ability to heal. There will be potions to consume in combat situations, as well as other health items as well. I’m working on developing those curves, as a lot of that is now starting to flow inwards to the development path.

3 Likes

I mean… Dark soul is an ARPG with dodge/parry and stuff. Assuming you are good at roly poly, you could still survive.

But, this is a text-rpg. How’d you do that lmao.

4 Likes

Exactly. The counterbalance being that youll have spell access that may introduce one hit shields, ect. This way i can create a well rounded combat system while producing it within narrative.

1 Like

I understand. I feel you are doing wonderful, especially for your first CS game. I felt I couldn’t answer the poll without understanding the whole picture, though. Sorry.

2 Likes

I’ve been figuring out how different skills and mechanics will flow combatwise. Currently, a mix of subroutines to calculate numbers and label jumping in combat situations will assist. I may actually create combat encounters to run in their own separate file that’ll be bounced to as a subroutine of sorts.

1 Like