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

Hey!

I’m still designing many of the magick components for the W/W Classes, that said I’m eying a few potential paths involving elements. The skills and abilities systems are going to have some form of structural limitation to ensure gameplay balance, I’m just working out how exactly that will look.

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Hey, Anna!

So, I am from the US. However, many fantasy series have used ‘magick’ over ‘magic’ as it’s merely a stylistic choice, typically meant to symbolize magic as an ancient, arcanic art form. Given that magic has been around in Estherian society for over 500 years and originated near its beginning, I chose to utilize that stylistic choice to mark the ancient nature of the craft. Before its implementation, I had studied extensively the usage of both spellings and determined it sufficient of use.

Regarding the class personalities, I’m still working on balancing that out. Any additional options from those types will be completely optional. You will not be required to follow any specific personality archetype built around each class, nor will the classes seek to push you in those directions. They’ll mainly just offer an additional choice in certain dialogues that may fit that type. :slight_smile:

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Hello, Lukan!

I had originally planned and implemented a noble background, before realizing that would actually undermine the plot of the game. As such, I chose to avoid that in this case. A noble background may be possible in future Estherian titles!

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Yay!

Allow me to refine my question: what sorts of spells will there be (if any) for W/W (besides shielding and ways to melt people’s faces off)? Summons? Battlefield control? Crowd control? Utility? Movement?

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Ah, apologies!

So, that still dials back to determination. I would like to introduce elements such as crowd-control/utility, movement skills, and some other unique magicks. Right now my main concern is working on getting an engineer in to help get the backend for the battle system in place. Should I do so in the manner I’m looking to, then I expect CC/Utility/Movement and other magicks in place.

As for summons, I’d personally love to but the turn-order system is already going to be a pain as is to implement, so to expand it with mid-combat additions would be another pain.

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Engineering Update

Afternoon, everyone!

My best friend has graciously offered to step in to assist with engineering matters on the project. She’s quite proficient with software engineering, and will be learning ChoiceScript in the coming days so she can assist with adapting and coding the required components to build the backend of the combat system.

This solves a critical roadblock for the project. Work on Update 0.5 will resume once this engineering work has completed. In the meantime, I continue to chug along on Update 1. :slight_smile:

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Hello, Heroes!

CoDecks will be updated over the coming weeks to show a more ‘live’ display of what I’m posting, but I am officially unveiling the First Planned Roadmap for A Realm Divided.

Covering the next two and a half years of development, this lays out key cornerstones in the journey this project will go. Following multiple instances of story-boarding, I will also be editing the original thread post as the Act count has increased from 4 to 5.

It’s planned to be quite the journey, but I appreciate each of you who stick around for the ride!
Til next time, Heroes.
~Zach.

ROADMAP PT 1 IMAGE

ROADMAP PT 2 IMAGE


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There’s two things i need to ask real quicky.

  1. What is CoDecks? (Could probably google this but I’m lazy lol.)

  2. I would’ve thought that the order of the races to be released would’ve been ranked in order of the popularity of the original poll that chose the Shadow elves as first place? Going by that, the order would be Shadow elves, Aetherials, Humans, Elves, Dwarves. What made you chooes this specific order?

All the best. :slight_smile:

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Hey Leinco!

So. To answer in order.

  1. CoDecks is my live roadmap system. In the initial post for the thread, a link to the public link is posted. It allows me to show what I’m working on in live time.
  2. That decision came from the need to introduce both balance and manage complexity. The Aetherials are the most complex to pull off (as they have some race unique mechanics), and the Humans are next in line to provide a ‘general’ race for players. I chose Dwarves third to mix it up, and Elves fourth as the Shadow Elves are first.
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This roadmap, the pain! Not my elves being so far away :sob:

In all seriousness though, don’t feel too tied to the roadmap. If an update is going slower than expected, don’t kill yourself trying to get it done. And on the flip side, if an update is as done as it can be without being tested earlier than the roadmap says, don’t try to work on it by yourself and don’t move on without getting feedback on the previous part. It’ll be harder to get into the groove of things if you write, pause to think about your feedback, make edits based on feedback, and then write again

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@Zaxwlyde Are Aetherials immortal? In terms that they can’t die from ageing.

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Hello!

Aetherials cannot die from ‘aging’ in the normal sense. However, Aetherials do suffer what’s known as ‘core loss’ over time.

Every Aetherial is imbued with an aetheric ‘core’, that materialized in their center ‘abdomen-like’ area upon forming. This core draws upon the surrounding aether to maintain their life-force. Over-time, this core begins to suffer from decreasing gains - resulting in a slow dissipation. Once the core’s capabilities have reached a point of no return, the Aetherial dissipates entirely.

However, Veltarian arcanists have succeeded in creating rejuvenating procedures to revitalize a core’s capabilities. This is wildly expensive, and as such has only been performed on those of high-roller or nobility status.

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I certainly appreciate the advice, Anna!

My goal is to maintain a structure and flow as things progress. This roadmap is tentative as best - as we all know that life can stand in the way more times than not.

On the flip - who knows? I’m quite efficient, so it’s completely possible that these updates may finish earlier than planned! It’s very possible your Elves hit sooner than 2024, haha.

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On that note, I’d love to hear from the community, even if via poll.

So I shall ask…

HEROES! How do we feel about the roadmap?

  • Absolutely love it, thank you for the detail!
  • I think it’s a really solid roadmap.
  • I’m not feeling it, bruh.

0 voters

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Am I the only one having trouble accessing the link? Even the website?

Just tested, working for me.

Idk if its my location or some magical fuckery going on but my browser cant access the site, at all. I even tried using google search and clicking on the link but no.

Uniting the Realm - Weekly Progress Report (04/06/2023)

Hello, Heroes!

It’s Thursday, and I’ve got another weekly progress report to dish out. This one will be brief, as much of what has transpired is largely technical in nature.

Let’s delve in, shall we?


Weekly Recap

A Realm Divided has undergone technical engineering development over the past week. My best friend and I have been working on syncing up variables and orienting them with ChoiceScript. As a result, we’re beginning to prototype out turn-order and other combat variables under the hood.

An initial set of proof-of-concept testing with turn-order and dexterity proved successful when separated from the actual game (in its own project). We’re now moving to sync that to my actual party-tracking variables and create a dynamic system.

Combat scenarios will allow for you and three party members to fight, while also allowing up to four enemies.

This will allow for the introduction of some special encounters, including major boss-fights. Further, to avoid a constant churn of repetition, I will create a series of narrative-driven attack messages for each ability/magick executed. While this is additional work, I have chosen to build the title as a choice-driven RPG above-all, and so I won’t compromise my ideals.


Conclusion

It’s been a busy week. I will need assistance as combat rolls out from the community in testing for balancing purposes. Any contributions towards testing will be greatly appreciated, and I will do my best to pay that back tenfold in development.

My hope is to include lore snippets in the following weekly updates. Mostly teasers, but development is moving ahead at a smooth pace. Hopefully in the coming days we’ll have sorted out our equipment system, finalized inventory, constructed turn-order sorting, and began work on the first alpha prototype of combat.

Thanks for taking the time, and I’ll see you next week, Heroes.
~Zach

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Afternoon, Heroes!

Looks like I lied a little about seeing you next week. Truthfully, this content could have served for the next State of the Realm, but I am in systems development and as such need to move this community feedback forward.

EXTREMELY LONG POST AHEAD

SPOILER ALERT AHEAD, DETAILS THAT MAY SPOIL THE STORY ARE BELOW.

I’m throwing two polls up today surrounding a key component tied to the narrative.

War.

I know plenty of people will want war in a mult-kingdom faceted experience through fantasy lands. Battles, chaos, insanity. These are core tenets of our journies as Heroes.

As such, I wish to adapt my roadmap to deliver exactly that. To bring an experience that keeps the machinations of war whirling and devastation unfolding across shattered lands.

This brings me to two key mechanics. Skirmishes/Battles & Raids


Skirmishes

In Estheria: A Realm Divided, you will be delivered Wartime Authority by the Kingdom of Veltar. As such, you’ll gain the ability to step into commander positions in battles, assigning key components and executing wartime management. This will occur in both a Skirmish and Battle manner.

Skirmishes are smaller encounters, where extremely limited resources are assigned across two squads. Assuming command, you’re able to juggle their resources, while separating your party and providing their strength. Given a direct opportunity to engage them yourself, you may bring one party member along with you to the chosen squad.

Your choices in battle and management of resources assigned to each squad will determine success. Defeat in skirmishes holds a minor impact on Kingdom Reputation (Reputation details coming later), and separately may impact your ability to assume command of higher-tier skirmishes in the future. On the flip side, a victory may not only accrue your party with riches provided by the Kingdom but will provide small boosts to Kingdom’s Reputation and ensure command of higher-tier skirmishes in the future.


Separately… Battles.

Battles deploy the direct machinations of war through intense conflict. Using a mixture of your Kingdom Reputation and the granted Wartime Authority; you’ll engage in a two-phase system for battle.

In the first phase (known as the Management phase), you’ll be directly in charge of managing resources, assigning battalions to key areas of battle, and directing strategy. Overall success/failure in battles will impact the Tides of War, a measure of which Kingdom holds the upper hand. Should the scales tilt towards the Kingdom of Veltar… you’ll be granted additional resources in the management phase, extra battalions to assign, and access to unique abilities for deployment.

In the second phase (known as the Battle phase), your grand strategy will come to a head in the throes of war. Your party shall directly lead the charge into battle, the specific area of conflict dependent on your choices and compositional deployment of both strategy and resources. Expect an intensely narrative-rich experience as you charge forward, desperate to seize victory from the jaws of death.

As mentioned, your success will play out as a heavy mix of performance in both phases. Victory brings intense riches and tilts the scales towards Veltar, defeat brings shame, swathes of decrease in Kingdom Reputation, and tilts the scales towards Maldium.


Poll #1

The reason I am launching system polls today surrounding the Skirmishes/Battles mechanics is to ensure that I handle development in an appropriate manner and take feedback.

These systems are a significant cornerstone of Estheria: A Realm Divided, directly tied to the crux of the main storyline.

ADDITIONAL SPOILER ALERT: DIRECT PLOTLINE DETAILS AHEAD

The conclusion of Act III will send Estheria into full-blown civil war, embroiling the entire realm in a massive conflict set to alter the direct course of Estherian history. For your efforts and significant attempts to aid Veltar in the rescue of Adylisa, you will gain significant sway in the coming conflict, while maintaining your heightened appointment as part of the initial unsanctioned task.

This poll is to determine how you feel about what I’ve described before, the general environment. Please also provide any feedback as possible in replies. I have taken strides to not only study ChoiceScript but other titles such as the Infinity Saga (HUGE FAN, haha) to ensure I do this right. It’s a massive undertaking but this title (regardless of profit) will serve as a major cornerstone of my portfolio and set up a future, major Estherian title that led to the world’s conceptualization 10 years ago.

  • I think the described system is quite in-depth and powerful, as described. I love it.
  • I think the system is slightly over-complex, and I’m okay with it.
  • I think the system is too ambitious and overly complex. I’m not too big a fan.
  • Honestly… not a fan, period.

0 voters


RAIDS

The second component of intense battle is directly related to end-game content.

Nearing the end of your journey, and in the end-game (will be detailed later); you’ll engage in high-level content that consists of multiple phase-raids. During each raid, you will have the opportunity to heal your party, craft items, and prepare for the next phase.

Each phase will consist of two pieces. Four enemies, followed by a separate boss-fight. You will travel through raid dungeons, gaining loot, experience, and the potential for legendary items/weapons/armor/accessories. These powerful items will directly provide unique abilities while significantly expanding your combat capabilities.

Should you fail a raid, you will be capable of trying again, but all XP earned during the raid will be forfeited. Legendary items are only accrued at the conclusion of a raid - as such, victory is required for the opportunity to earn them.

Raids are considered optional. They will be additional content I’ll craft for players that wish to partake or would like additional difficulty


Poll #2

This poll is mainly to garner how people feel about the content, and if they would partake in it to have an idea of how much development resources should be allocated.

  • I absolutely love the idea and think it would be a blast to play through.
  • I’d try them out! Not sure if they’d really be something I’d go through often.
  • Not really for me, but I do like the idea for those interested.
  • I think it’s a waste of time, to be honest.

0 voters


CONCLUSION

Thanks a ton for your time today. This was quite the hefty post and as I mentioned, should have been a State of the Realm. However, early feedback is crucial. The polls are there for general consensus, but anything provided in the comment. is what I’m truly searching for.

Thanks again, Heroes.
~Zach

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