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

When you say endgame content, do you mean that for those who wish, they can just keep doing things in the game for as long as they wish without it ending? I had thought that all cs games need an end. :thinking: or is it just a few optional things to do and then the game ends?

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The game will have a definite ā€˜end’ component, both at the conclusion of your main story and otherwise. I will reach out to Choice of Games to double-check that this should be viable, but I will code both an ā€˜ending’ option and a ā€˜continue to end-game’ option at the conclusion of the main plot.

Should you continue, I’ll code a separate ā€˜conclude journey’ button into the Compendium.

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Ok, well these both seem very fun! And also very complicated to make, but I’ve gathered that’s par for the course here. :smile:

But other than that, I recommend that you take a look at I, the Forgotten One if you haven’t already, as the massive battle mechanics in that game seem similar to the battles and skirmishes you’ve described.

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excited to try your battle system, good luck on developing it

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Hello, everyone!

I am admittedly running a bit behind, but will post an update of some sort tomorrow. I unfortunately came down quite ill this past week, and as such was unable to continue development in any major capacity.

However, I am back swinging. I’ll keep updates rolling!

Thanks,
~Zach.

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Uniting the Realm - Weekly Progress Report (04/16/2023)

Hello, Heroes!

While a shorter one due to my illness, I still want to provide a weekly progress report and continue my Uniting the Realm series. This week, we’ll focus on how I develop characters instead.

Let’s delve in, shall we?


Character Development Process

When working with Estheria, or writing in general; I follow a four-step process to character development:

  1. Visualize a character in my head.
  2. Ask them questions, using a visualized version where I sit them down at a bar and get to know them. What’s their favorite type of pizza? Where would they go on a Saturday night? Are they introverted or extroverted?
  3. Utilize this information to create a character initial draft. This draft features basic information on the character, gleaned from the visuals and conversation provided in my head. While this seems quite a bit… unique in a process, it’s something I actually acquired after speaking with some rather prominent authors and game developers.
  4. Lastly, refine this draft to produce their full-throated background. Leverage the information to forge who they are, their visual appearance and personality traits, how they speak in dialogue, and their connection to the major storyline.

This data is directly plugged into a system called Campfire, which I use to reference these details at a glance. It allows to create my own internal library of characters, and then I wheel this data directly into ArcWeave as I build out the major plotlines (When I’m working on A Realm Divided, and not generally writing, that is).

Further, when developing characters I tend to focus on originality. I compare and contrast each character against one another, their individual planned arcs, their cultural backgrounds, and how they will interact with the player to ensure that they’re provided their own voice. I am firmly against merely copy-pasting characters from one another or following typically generic cliches.

This planning and interaction also provides for the character to have a unique, multifaceted voice of their own. Your character is yours to craft. As the developer and provider of content, it is my job to ensure that you’ll be capable of forging many different paths, where your own personality is honed by the choices you make.

It is my hope (beginning with Update 1) that you’ll be able to witness this development process firsthand.


Conclusion

While things happen, I’m still displeased with my lack of development in the past week. I’ve got an ambitious timeline and schedule, so my goal above all is to minimize delays.

As there’s only a few days of development, I will instead seek to return on the 27th, providing a far more robust Uniting the Realm while also preparing for the launch of the next State of the Realm.

I appreciate each of you who’ve tagged along on this robust journey. I’ll see you soon, Heroes.
~Zach

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Hello, everyone!

My next post will be the monthly State of the Realm on the 1st.

As a mini-update, I have unfortunately been quite ill with an undiagnosed digestive issue. As a result, development has significantly slowed due to multiple hospital visits. :frowning:

However, on a positive note; I have continued general plot and storyline development in preparation for import to CSIDE. I just haven’t had much of a mental capacity to work in the IDE and be on my computer proper.

I’ll see you in a few days.

~Zach

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Goddamn it, we’ve been over the ā€œpizza behind the fridgeā€ thing.

Get well soon.

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Take a good rest man, you deserve it

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Take your time to rest, man. As much as I love the game you worked on. Your healt is still, first and foremost, important.

Get well soon!

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STATE OF THE REALM - MAY 2023


Hello, Heroes!

Welcome to the next State of the Realm for Estheria: A Realm Divided (a day early!). This series will release on the 1st of every month.

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 Update 1: The Shadow Elves!

Let’s delve in, shall we?


Introducing the Shadow Elves

ā€œBorn of infamy, those who harken to shadow remain forever scarce of light.ā€

The Shadow Elves are introduced as the first playable class in Update 1. Considered a variant of Elvenkind, Shadow Elves are noted as exiles of Elven society. Forced to forge their own paths, they instead built a lifestyle upon apprehension, distrust, and deceit. Criminal organizations formed, petty crimes grew in frequency, and a ā€˜wild-west’ style of law and order emerged.

At the heart of the Shadow Elves is the Guild of Blades; an organization serving as the race’s integrated ā€˜base of operations’. Initiation is mandatory by the Shadow-Elven age of 56 (18 by Human standards) and consists of several trials - many of which are life-threatening. Survivors are given unique branding on the back of their left hand. This brand ensures their continuity as a Shadow Elf, and solidifies their own ostracization from Elven society.

In addition, Shadow Elves are trained from childhood in dexterous agility. It is considered the failings of one’s bloodline should a child be unable to master critical milestones conducted via carefully maintained obstacle courses - often ending with the death of their parents as an ā€˜Inheritor’ family is assigned to course-correct.

Kept in the Eastern component of Veltar, Shadow Elven society is widely housed in a series of scrappier villages and towns. Only a singular city has been allocated to the race, known as ā€˜Harrow’s Court’. Oft underdeveloped, the city’s considered the beating heart of crime in the continent of Arcanis.

Given a glimpse, you’ll first experience the Shadow Elves in Chapter One: The Guild of Blades. I’d say it’s time for a better purview at what awaits in Update 1.


A Glance Within

Due to illness and ongoing digestive tract issue (hopefully, it’s figured out soon!), Update 1 is set for release between August & September 2023. This provides time to ensure the update is still of optimal quality, and that my first big hitter out of the gate doesn’t disappoint. At this time, Update 1 is expected to range between 60,000 and 80,000 words. This depends on a variety of factors, including feature development to complement the narrative with engaging gameplay.

Mentioned previously, you’ll have an opportunity to choose your class in Update 1 as a pivotal cornerstone of your future development throughout Estheria. This change is irreversible and requires a new game in order to undertake a different class than that which was originally chosen.

This update will also feature the first full-throated deployment of the Combat System. Expect a fully custom, dynamic, and narratively intertwined flair for combat. Turn order is dynamically determined through buffs/debuffs & starting stats. The system will choose one of several choices narratively for each move and each combat sequence to provide a narrative flair. Repetition will occur, but multiple options help take the edge off and tighten narrative immersion. Expect to engage your party with unique combat reminiscent of old-school Final Fantasy and other turn-based combat titles, except with the Choice Engine.

My first pass on Crafting & Gathering will appear within Update 1. You’ll have the ability to gather resources manually (with limits), purchase them from shops, and trade with certain NPC’s. In turn, you’ll develop and train crafting skills that allow for the creation of a wide slew of weapons, armor, potions, and items. As progression emerges through the game, further skills will unlock for development. Choose your time wisely, as it may not be possible to fully master each when you’ve a realm to save!

In terms of major systems, the last major introduction is the Adventures & Stories (Quests) System. Main-Story quests are known as Adventures and Side quests are known as Stories. This was done with intent given the nature of dynamic choices and impactful consequences. As a tidbit, certain Stories feature multiple components, providing extensive content and optional storylines for your enjoyment. Tracking will remain through the Quest Book (accessed via the Compendium), which dynamically updates as Objectives are completed.

Lastly is story content. I’ve crafted five unique ā€˜Chapters’ in Act I. Each race’s starting area (beginning with the Shadow Elves) is the entirety of Act I, setting up the stakes for Act II in Update 6 - A Royal Task. Expect twists and turns, and a variety of content to sink your fingers into. You’ll learn just how twisted Estherian life can be, seen through the eyes of exiles.

Lastly, I’d like to give a health update and its impact on development.


Where I’m At

So, I’m going to provide a bit of detail. While the project is early and I doubt I have anyone absolutely chomping at the bit for content yet, I’d still like to apologize for the whiplash of slowdown in my development pacing.

After my severe food poisoning several weeks back, I developed an inability to process many types of foods, often leaving me in extreme levels of abdominal pain. Multiple hospital visits, scans, bloodwork, and lab tests later, and we’re narrowing it down - but without a definitive answer yet.

I’ve seen minor improvements after introducing a probiotic that might be targeting a bacterial issue. But nonetheless it’s left me in a state where my brain is exhausted. It’s a rock and a hard place, as I’d prefer to work on development and chug along (Estheria is above-all my passion project!) Sadly, that hasn’t been nearly as much of the case as I’d wish it was.

Much work will end up rolling into Update 0.5 - The Combat Simulation Update over the next few weeks. There’s elements I need to provide to my best friend so they can begin testing and implementation of some key components. However, progress was still made nonetheless.

Separately, some work has happened on Update 1. Storyline development is moving, multiple characters have been created from concept in Campfire, I’m creating storyline flow and branching paths in ArcWeave, and I’ve honestly upgraded the Compendium to include an equipment and inventory screen, which took up quite a bit of work given their robust nature (built for scale!)

As part of my apologies, I’d like to provide three small snippet teasers from Update 1. These are relatively early on to avoid spoilers. Please note that they are largely unedited, thanks!

Image #1


Image #2


Image #3


The Road Ahead

Over the next month, I’ll be toiling away on development and trying to hammer away at things. With a little hope and a lot of luck, I’ll be back swinging before long.

This community has been a major motivating factor. The engagement I’ve received here has honestly been quite uplifting, and I’m very appreciative of it.

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

Until next time, Heroes.
~Zach.

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Take care of your health, first and foremost. I have a friend who got such a bad case of food poisoning once that it basically altered his intestinal flora permanently, severely restricting what he can eat (he literally switched countries so he could go back to an easily-available Mediterranean diet).

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Thanks Joao, I greatly appreciate it.

I’m definitely trying to keep things chugging for my health. Thankfully, I have a stellar team of doctors working tirelessly to figure out what’s going on. I have some other health conditions that could have played a part here, so we’re working expeditiously to rule things out and narrow in on the diagnosis.

Should anyone wish to privately provide feedback on Update 1, I do still have an open private testing branch. It hasn’t been updated yet with some changes (as some systems are still colossal trainwrecks in prototype stages :joy:).

I also wanted to leave a poll. Take into account everyone that A Realm Divided is an interactive narrative-driven RPG, rather than a standard choice story. This poll is regarding Crafting, Gathering, & Trade.

This morning, I began a pivot towards my spreadsheets and layout for initial development of craftables and gatherables. As such, I’m working to balance these items out and create a solid flow. When it comes to Crafting/Gathering, I’m looking to set limits while still allowing players who wish to engage and/or grind to do so.

As for my poll question: What limits do you believe the system should entail?

  • I love crafting/gathering and grinding, I’d prefer ample time to do so. Four to five times per in-game day sounds great!
  • Crafting/Gathering is a core experience of RPG’s. That said, I think it’s best to hold moderate limits to time allowed, such as twice per in-game day.
  • Not a big fan of the grind. I think crafting should be left as a minimal addition, once a day tops.

0 voters

Thanks for all your support, everyone!
~Zach

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Hello, everyone!

I hope you’re all having a fantastic start to the weekend. Next Thursday, I will return for a weekly update, with news planned regarding the equipment system.

As for overall development on Update 0.5, it continues apace. I’m currently working on some systems (such as inventory) that need to be hooked in appropriately before I can begin working on skills.

On the bright side, once Update 0.5 is completed, one of the largest roadblocks to Update 1 disappears. Expect plenty of combat and narrative engagement as you progress through the plotline.

EDIT: As a teaser, a small glimpse at some details behind my character creation process for an unannounced character…

Teaser Image

Until Thursday,
~Zach

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A REALM UNITED - MID-MAY EDITION


Hello, Heroes!

Given recent health issues, I have condensed both last week’s planned update and this week’s planned update into a singular mid-month edition of A Realm United.

Development has finally restarted proper, as progress on the Equipment System continues apace. As a result of slowdowns in development, I may find some timelines slipping. Additionally, I have a planned medical procedure on June 6th that will involve a multi-day cooldown. However, I have planned around it.

What I’d like to talk about is a bit of work at the Update-in-Progress (both 0.5 and Update 1).

Let’s delve in, shall we?


The Update 0.5 Experience

ā€œFlesh sundered anew, our souls find reaping against the toils of the blade.ā€

As talked about previously, Update 0.5 will serve as the Combat Simulation Update.

Split across three unique scenarios through levels 2, 3, & 4, each situation will scale in intensity, allowing for ability testing and initial balancing of systems.

During the initial deployment of Update 0.5, the inventory and equipment systems are expected to be operational in the first pass. As such, you’ll have the opportunity to pick from several items at your disposal for use in combat, allowing for a hybrid & engaged experience.

Feedback is critical in this phase. The foundations laid in Update 0.5 will carry through to subsequent updates and content, as combat will be found aplenty throughout Update 1. Those who provide responsive and intricate feedback throughout the Update 0.5 patch series will receive immediate access to the private development testing branch as my thanks and will be placed in the game’s credits as supporters.

Everything I have been building upon (equipment, inventory, code, and narrative deployment systems) are meant to create the core foundation of Update 0.5. Update 0.5 is expected to launch within the next thirty days, should development continue apace.


Update Schedules and their subsequent renaming.

Development continues at some level with Update 1, though much of my focus is placed on the systems development in the backend for Update 0.5. Instead, I’d like to take the moment to address updates to my naming and patching conventions.

Effective immediately, any further builds of Estheria will be denoted by major builds known as Updates, and smaller intermediary builds known as Patches. This will be done in a series format, with an example being Update 0.5 being a major build, while Patch 0.5.1 is part of the Update 0.5 patch series.

As noted in my published roadmap, updates will receive unique naming conventions. This occurred later on in updates such as Update 6. I have chosen to rename multiple updates on this roadmap surrounding themes, choosing instead to add a narrative flair.

Estheria’s first Update as such is now known as Update 1 - The Shadowed Veil. Separately, Update 0.5 will be known as Update 0.5 - Blade & Flame.

Further, while each Update separately has planned themes, I will work to ensure that each Update (regardless of systems additions) includes direct Adventure (Main Questline) and Story (Side Questlines) content. I will launch polls throughout public and private branches that will garner feedback on the development of skills, builds, party management, story pacing, systems growth - implementation - and expansion, and more. My process of development is highly iterative, so feedback and further eyes on the project provides key assistance in crafting the experience.

Finally, what’s the case for the next two weeks?


In for a Fortnight.

While I plan to resume my normal weekly pace in June by providing status updates on the project, I will instead provide my next update on the Monthly State of the Realm on June 1st.

Over the next two weeks, my goal is to largely finish the iterative equipment system, pass this code and data over to my engineer, and work on getting combat largely into place for some internal passes at testing.

Separately, I plan to continue to work on character lore in Campfire, while also ensuring I hammer together more story beat refinement on Update 1.

There’s still plenty going on, and plenty more to go. My hope in the coming weeks and months is to fully return to the pace of development I started. Obviously, life is an uncontrollable variable, however - Estheria is a project I am fully and wholly committed to nonetheless.

Thanks for your time everyone, have a fantastic weekend.

~Zach.

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Glad to see you’re somewhat better. Sometimes it feels like the universe is out to get you.

I’ll write up another feedback report for you later on discord, unless you’d like me to wait for the update?

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Best of luck with your medical procedure. Keep yourself in good health!

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Hey Leila!

I’d say feedback is best held until Update 0.5 comes out as a lot is happening behind the scenes. The private development branch should be updating soon, though!

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Thanks a ton!

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