Estheria: A Realm Divided (WIP) - Demo Reboot in Progress!

Hey, Leila!

I’ve definitely been considering it. My only worry is that people would find themselves dragged on ‘menus inside of menus’.

An example being the inventory system. Once you go to inventory, you then have to pick the type of item you’re looking at, be it equipment, potions, etc. Say you pick armors, you need to pick the type of armor.

It’s already designed in that manner, haha. Unfortunately, it’s the closest I could do within ChoiceScript, yeah.

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Uniting the Realm - Weekly Progress Report (07/07/2023)

Hello, Heroes!

It’s that time again for a weekly progress report on A Realm Divided’s development.

This week, we’re going to talk about some key changes developing for A Realm Divided. These changes primarily involve systems development, and how certain features are implemented in the game.

Due to limitations within ChoiceScript, I have opted to alter how certain systems are now accessed. We’re going to take a dive on my mental frustrations of the last twenty-four hours, and how breakfast and solid sleep helps! :joy:

Let’s delve in, shall we?


The Limitation

This is largely my fault, as I hadn’t thought to research this beforehand. However, I realized last night when finalizing the equipment system that the ChoiceScript Stats page/system doesn’t support traditionally saving changes to variables and other data that changes within it.

As a result, when leaving the Stats page, any changes are wiped if you return to the Stats screen before moving to the next page. Given that the equipment system and the ability to equip weapons, armor, and other pieces of gear were nested within the Stats screen, it was necessary to separate the two.

Moving forward, you will be given checkpoints and other areas within the game where you may swap equipment. You will remain capable of checking your equipment at any time, but will not always have the option to swap for other gear.

Finding this revelation early headed off a catastrophic situation that would’ve unfolded further in the development of Update 1. Had I not known this before implementing other features, it’s likely that testing of Update 1 would’ve fallen apart, and delayed the update by weeks as systems and content required retooling.

Instead, I’ve shifted focus to direct implementations of these systems outside of the Compendium (Stats) screen.
Let’s give some examples.


Checkpoints

Throughout your journey in the Realm of Harmony, you’ll encounter both minor and major storyline beats. These may include critical choices, combat encounters, and more.

When presented with one of the above, you’ll receive a checkpoint warning. These warnings allow you to access the Equipment, Inventory, Spellbook, Skill, and Travel Crafting Systems in expanded mode.

While you may browse these systems in the Compendium at any time, you will be unable to directly trigger interactions such as switching equipment, skills, item assortments, or crafting.

Expanded mode unlocks interaction on a deeper level. Fiddle with your skills, swap equipment for better equipment (or worse!), craft some minor items, interact with your consumables, and more!

Expanded Mode triggers these systems from within the normal game state. Any changes made are saved.

However, that’s not the only way to directly interact with these systems…


Hubs

Sometimes, we need a bite to eat.

Throughout your vast adventure in Estheria, you’ll encounter many villages, towns, and cities. These destinations will serve as hub locations. Hub locations provide a bevy of opportunities, such as:

  • Changing your equipment.
  • Upgrade Skills.
  • Enhance Magicks, or learn new spells.
  • Buy and sell from a vast assortment of equipment and items.
  • Craft and Gather additional resources and items.
  • Accept new Quests, while turning in existing ones.
  • Trigger party conversations (more to come, later!)
  • And much more!

The use of Hubs will provide a secondary area akin to checkpoints, but with a higher breadth and depth of features at your disposal. While there’s plenty of additional functionalities in the pipeline, this is merely a glimpse at an option to provide for you and your party.


In Conclusion

I’ll be retooling some of the work I’ve done on the equipment system to adapt to my new methods. This will take at least a day or two to fully get everything under control. Once that’s done, I plan on finalizing the remainder of the equipment system by hooking it into the remaining pieces of equipment.

Once that’s done, I merely have to hook in the remainder of the inventory system. I’ve used modular blocks of code that I can easily reproduce while customizing for different areas of content. This shouldn’t take long.

Lastly, I’ll finalize the party system variables. With that completed, we’ll start work on the true meat of the combat simulation for Update 0.5.

Eyes to the future.

Til next time, Heroes.
~Zach

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I understand why you would think that but honestly I’d really appreciate that. I’m usually so hungry for lore that I don’t really care about how I have to access it. And usually lore being differentiated into menus instead of being just a long and never ending paragraph makes it easier too soak up the information.

And I really appreciate the constant updates about the development and how hard you are working, best of luck with the game :grin:

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Thank you!

I appreciate the insight, and the kind comments on my development and update style. Ironically, you posted right after I did! Hopefully you enjoy the new weekly progress report. :slight_smile:

~Zach

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I think the use of check points as a time to switch gear is a fantastic idea. It makes me think of missions in the Mass Effect series. So long as the down time feels natural I think it will work out well.

In fact it might add a welcomed level of difficulty for planning what to bring and what to leave behind. I’m assuming by your TTRPG approach that you plan on having carrying limits. Planning what to have on you with limited space/strength might be interesting if done right. Day trips into a city shouldn’t require the same stuff as a trek across a mountain. If you reward readers for smart/tactical choices, I can see this flaw in the stat screen becoming a boon towards game development.

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Hey!

It’s definitely the most efficient method I’ve found as a bypass. I do plan on having carrying limits, infact this system is already operational…

Snapshot Inside!

As you can see, there is an inventory weight system. While I currently have devised a method involving strength allocation for carrying weight, I plan on adding other options to extend it for builds less reliant on strength overall.

When the decision for Combat was made, I actually looked at a few tactical games that I’ve long admired. Final Fantasy Tactics Advanced, Final Fantasy IX (9), Chrono Trigger, and The Legend of Heroes series. Altogether, I’m slowly fleshing out the systems in a way that lends itself to robust, tactical gameplay. Doing this within the limitations of ChoiceScript won’t be necessarily an easy task, but that only motivates more to prove it’s deeply possible.

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Mini-Update!

Equipment System appears to be functioning quite well. I’m working on a few pieces that’ll hook into it.

However, I have begun to pivot towards heavy work on the inventory system. I’ll be testing a few items and their various functionalities. Since your inventory will include individual item weight, that’s the next functionality that’s required.

To give an idea of how my inventory works, I figured I’d give a mini code-sneak peek. In many titles, I’ve noticed that the inventory is relatively simplistic (that’s not a knock of any kind!)

With A Realm Divided, my plans are for each item to function like a proper RPG. Flavor text, full functionalities that aren’t just a simple variable checkmark, etc. While this snippet is from an item that’s merely built for testing purposes, my code uses several side-functions to ensure that each item is interactive on a more intensive level.

Anyways, figured I’d drop it!

Image Within!

Anyways, have a fantastic rest of your week! I’ll see you Thursday!
~Zach

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Alright Heroes, I have a poll mainly because we’re at a bit of a crossroads.

This involves the Combat System. Specifically, turn order.

Given the limitations of ChoiceScript as a language, I’m leaning towards gutting the planned dynamic turn-order system.

The further I research the language, the further the complexities of a system in this manner becomes. It would be difficult to build, let alone optimize. Instead, I’m considering a secondary method for turn orders.

Old-School.

What would occur is that each of the four party members would take their turns sequentially. Think of it as…

Player—>Party_Member_2—>Party_Member_3—>Party-Member_4

Followed by the enemies in the exact same sequential order, before repeating.

This is styled via old-school RPG’s, and is much easier to implement via code. However, I’d still like to poll the community on doing so before I implement it.

So, Heroes…

Would you be okay with the new proposal?

  • The new solution is a solid alternative!
  • I’m not a fan of the new solution.
0 voters

I’ve made it a simple yes/no. As always, I appreciate any and all feedback.
~Zach

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Alright, Heroes!

The poll received 24 votes, with 92% in favor of the new method.

On a very good note, the equipment system is finalized as of this morning.

I am finalizing the inventory and metric variables, then combat development begins!

The combat preview you saw months ago was built by hand to provide a mockup of what its expected to look like.

I’ve planned a ton towards functionality. While I cant promise that every amazing idea can be implemented (such as dynamic turn order), my goal is to provide thrilling, dynamic combat.

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Things are slowly coming along!

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Afternoon, Heroes!

In light of my normally formatted weekly updates, I’m hard at work on development. I’d like to drop some very important news.

Work on the Equipment and Inventory System foundations has completed… and work has officially begun on the Combat Simulation.

The meat and bones of Update 0.5 is now heavily under development. Rather than keeping it to words, I’ll provide a small glimpse at work-in-progress!

Screenshot 1

Screenshot 2

Screenshot 3

Screenshot 4

Screenshot 5

I hope you’re all as excited as I am. I’m beyond glad to be out of the weeds with the development on Inventory and Equipment and am moving to the final piece of Update 0.5. Depending on the speed of development, it is possible that Update 0.5 may drop before August.

Til next time, Heroes!
~Zach

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Progress continues!

While not required, I’m going to give snippet teasers as work unfolds. I’m aware my health issues caused a large delay in the project. In turn, I’m seeking to rebuild any confidence lost by providing snapshot updates of Update 0.5 in progress.

More progress unfolds on the Combat Tutorial. The targeting system is gradually unfolding into place, and the first basic attempt simulations went off without a hitch.

Screenshot 1

Screenshot 2`

Enjoy!
~Zach

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Howdy, Heroes!

Progress and development continues apace. After reaching the Inventory component of the Combat Tutorial, I realized I made a glaring oversight…

I forgot to program what happens if you have nothing in your inventory.

Progress today will involve appending the individual sections of the inventory with checks for an item count. Should an individual section (say… Weapons) be empty, you’ll be presented with a message indicating that.

Separately, I realized I hadn’t fully severed the Inventory & Equipment Systems from the Compendium. I spent a bit of time doing so, which should ensure that they’re fully independent moving forward. On the bright side, plenty of development is taking place.

Much of it involves systems, but they’ll serve as a bedrock for Update 0.5, and Update 1 beyond it. Speaking bluntly, I may yet have to revise timelines again (or merely focus on announcing the Updates and their contents, but not their release dates) depending on how intricate each system is to implement.

Overall, plenty is working apace. The Private Developer Build will update as soon as I’ve completed development of the first Combat Tutorial. From there, it’ll be a process to implement the other Combat Tutorials, and then the individual scenarios.

I’m still relatively hopeful this might be possible before August 1st. Keep an eye out!
~Zach

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Evening check-in!

The Inventory count system is now in place across all categories. My work on the inventory should hopefully be done. Work on the Combat Tutorial should resume tomorrow.

~Zach

P.S. It does things!

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Nice page layout, once again :revolving_hearts:

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Howdy, Heroes!

Given how much is happening in dev, I’m giving daily updates at the moment.

The Inventory system exposed a lot of holes to patch up as I severed the system from the Compendium. For systems to operate in both the Stats (Compendium) and main-game areas, a lot of cross-functionality coding is required to prevent issues.

As an example, I discovered another flaw this morning; when working on the Combat Tutorial, I discovered that while expanded mode was enabled, entering the Stats screen mimicked the expanded functionality. Leaving created a mini-loop in which you’d have to exit the stats screen, then have to exit the inventory from the standard expanded mode screen. That double-whammy was a bit of a mess.

Nonetheless, it’s cleaned up now. These methods and fixes must scale across the entire platform, as multiple mechanics tie into the Compendium.

However, as the mechanics are fixed up and polished, we’re also seeing a ton of steady progress on the Combat Tutorial. Separately, I’ve developed some additional content for Update 0.5 in down-times to relax my brain from mechanics coding. These surprises will only unveil on the official launch of Update 0.5.

Plenty over and under the hood. I’m excited!
~Zach

P.S. Some combat tips below.

Screenshot Inside!

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Afternoon, Heroes!

When beginning development on Update 0.5, I originally planned for solely the playability of the Warrior class. You’d pick items, be able to engage in the first glimpses of party flow, and Update 0.5 would be expanded over time.

That is no longer the case…

The Update is Bigger!

Update 0.5 will include a variety of content, split throughout the three scenarios. This content includes…

  • Play as the Warrior, Ranger, and Warlock/Witch classes.
  • Utilize full-scale turn-based combat split across 3 separate, evolving, and intensifying scenarios.
  • Unleash an arsenal of magick at your fingertips with the first implementation of the Spellbook.
  • Wield several skills in efforts to topple your enemies through the first implementation of the Skill System.
  • Strategically choose your gear to conquer each combat simulation, picking from a variety of equipment, items, and spells.
  • Experience the first inklings of the party system by choosing an additional ally per simulation. Upon reaching Scenario 3, let loose your full party of 4.

Plenty of content is coming in Update 0.5, with several surprises held up my sleeves. The content teased about earlier today is not part of this announcement. However, this does come with news.

I am optimistic to maintain an early August launch date. Possibly sooner than before. However, I have opted to adopt the Spellbook and Skill System today, amending and empowering the update. These were not originally planned. As such, I need to work on building them out and it’s going to take at least the next few days.

Thankfully, much of the work and headway made with the Inventory and Equipment System gave a foundation to build upon, expanded, and enhanced my knowledge of ChoiceScript, and should overall lower the amount of work and time it takes to implement both other systems. Originally, I planned to merely introduce a light-touch version of the Party System.

It is fully possible by the launch of Update 0.5 that the entire ground foundations for Combat are fully operational ahead of Update 1. In turn, this will significantly lower development time on Update 1, and provide a stable framework with which to launch additional content.

Lastly…

The Combat Simulation provides a Combat Tutorial. Originally, this was planned to merely remain a part of Update 0.5, gutted from the game once Update 1 launched.

I have chosen to weave the Combat Tutorial into the full game.

The Combat Tutorial will now be introduced as part of the story when Update 1 launches, providing a lore-centric reason to train your heroes should you opt to test your mettle. Further, the foundations of the Combat Simulation will be adopted into a later update, known as content in the Arena.

The Arena will allow you to tackle a series of enemy combatants, utilizing the framework and code foundations laid upon Update 0.5’s Scenarios. Succeed, and your party will find riches bestowed upon them.


My final gift of the day. Cheers!

~Zach

Introducing... the Spellbook (unfinished, but in progress!)

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Howdy, Heroes!

Giving a bit of a check-in.

I had to refactor a bit of code and fix some critical errors a misstep of mine took. However, these have paved the way for the proper development of the Combat System, which officially kicked off an hour ago.

I’m currently working on building status effects, a multi-target system for picking who you wish to attack, turn order, and more!

The system that determines whose turn it is now functions appropriately in the Spellbook. It calculates your mana and provides a glimpse at the information of your intelligence as it can now read stats as well. It’s quite a whirlwind, but everything is coming together nicely!

Little teaser for now!

Teaser Shot!

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MID-MONTH UPDATE - JULY 2023

Hello, Heroes!

Welcome to a Mid-Month Update for Estheria: A Realm Divided. This update is dropping in place of the monthly State of the Realm planning to launch on August 1st.

Today, we’re going to kick off with an announcement…


Update 0.5 - Blade & Flame launches August 10th, 2023.

You heard that right!

Update 0.5 - Blade and Flame will officially launch on Thursday, August 10th, 2023.

Serving as the final update ahead of Update 1 - The Shadowed Veil, Update 0.5 brings major components to Estheria: A Realm Divided.

  1. Combat
  • Expect a rich combat experience in the first deployment of the Combat Simulation Demo. Gather your party, choose your equipment, level your characters, and prepare for a whirlwind of content spread across three unique scenarios.
  • Step forth as the Warrior, Ranger, or Witch/Warlock classes in their first iterations.
  • Experience the first deployment of Spells and Abilities into Estheria, providing a sneak peek at content and skill structure.
  • Utilize either the School of Frost or School of Flame as you weave inner magicks.
  • Carefully strategize your moves, coordinating your party in an effective fashion against multiple instances of multi-party, multi-enemy combat.
  • Engage enemies with the first iteration of status effects as buffers to affect the tides of combat.
  • Lastly… Witness the first boss fight of Estheria: A Realm Divided within Scenario 3 - The Butcher.
  1. Character Creator Demo 2.0
  • Experience a full-scale overhaul of the Character Creator Demo with a major polish pass.
  • New options have been introduced that provide for your character’s journey in the Realm of Harmony.
  • Existing Options/Choices have received a UX overhaul, now providing insight on which Stats and Personality components they impact.
  • The Character Creator Demo better weaves a storyline that serves as the jumping point to your landing in Estheria.
  • Amyldia - The Keeper of the Rift has received an expanded depiction in the Known Characters Section.
  • And more surprises to come!

The Cat’s out of the Bag.

While working on the combat code, I’ve developed multiple underlying systems that will foundationally run Estheria: A Realm Divided for future development. While some of these systems will not be active in Update 0.5, they have been implemented as part of work on Update 1.

By deployment of Update 0.5, the game will expand from 12,667 words to a whopping 30,000 words+! Overall, this has more than tripled the size of the WiP build, officially launching A Realm Divided from a mere prototype into an early Alpha State. The game has received enough features over and under the hood to qualify it beyond a simple tech demo.

I am beyond excited and will be providing teasers over the coming days and weeks. While you’ll have to play for yourselves to experience the full overhaul of content, I’ve opted to officially drop the first major teaser of the CC Demo 2.0.

The last few months of development have taught me that the engine is certainly not geared for a full-scale RPG… but it’s possible. Not one to stray from a challenge, I’ve doubled down on RPG prospects. As such, the following list will introduce the current planned scope of content for Estheria: A Realm Divided.


A REALM DIVIDED - CONTENT/FEATURE MAP

STORY


  1. Experience a multifaceted storyline told through five sprawling Acts.
  2. Witness a full-scale RPG quest system, told through Adventures (Main Quests) and Stories (Side Quests).
  3. Gather your Party. You and three misfits will adventure through the Realm of Harmony as they attempt to avoid a royal catastrophe.
  4. Pick from one of five unique starting races, each fully complete with their own variant of Act 1. Start in separate areas, meet separate characters, and strike up separate romances. The choice is yours.
  5. Discover a living and breathing world, complete with unique NPC interactions as you journey through the realm.
  6. Lastly… Death awaits every corner in a world with harrowing evils.

GAMEPLAY


  1. Engage in thrilling turn-based JRPG-style combat, woven with unique narrative deliveries.
  2. Learn, Level, Master both spells and abilities as you form the groundwork of your unique build.
  3. Grow from a meager adventurer to a boisterous veteran as you progress through twenty levels, providing a whopping forty Stat Points to allocate through your character. Your party shall level with you, providing your fingertips with complete control over their growth.
  4. Witness a breadth of content as you seek out loot dropping from unique tables per encounter.
  5. Equip your party with diverse gear, ranging from weapons and armor to amulets and runes.
  6. Haggle & Trade as you experience a dynamic shop economy, where every action taken in the broader world actively affects pricing.
  7. Gather and Craft in a full-scale system split across fifteen unique professions.
  8. Develop your Homestead, serving as a deployable hub to return and gather/craft to. Engage in intimate conversations, plan your strategy, and expand the Homestead with key investments.
  9. Utilize the evolving Compendium to track additions to lore. As you meet others and discover new lands, the book will grow with details of those travels.
  10. Experience a dynamic dialogue system. Choices both large and small may completely alter entire scenes.
  11. Building upon the above, experience a world of Choice & Consequence. Every decision made has an impact on the realm around you.

FINALE

I won’t lie to you, this is an ambitious roadmap. However, here’s my promise.

I’m in it for the long haul.

Estheria: A Realm Divided is expected based upon conservative estimations to fully release in 2027. However… I have made the decision surrounding this WiP.

As the game is built, so will this WiP follow. Updates & Patches will follow, and you’ll be able to play the game and enjoy your adventures as we move through the development cycle. Expect new artwork, upgrades and iterative development, and plenty of polls.

My goal is to build a full-scale ChoiceScript RPG that harkens back to the JRPGs of old. It’s been a dream to have a narrative RPG of this scale, and I’m not shying away from the work. It will take time. Things will break, and I can’t promise that systems won’t be adjusted or gutted. The plan above is an estimate.

That said, I’ve developed plenty of experience in this field, so you’ll only see that quality shine through in everything I work upon. It’s a long journey, but I’m here for the ride.

Thanks, Heroes. I promised one last gift. Look below.
~Zach

Before (CC Demo 1.0)

After (CC Demo 2.0)

Let me know what you think!

  • I’m absolutely loving the changes!
  • The changes are alright, at best.
  • Not a fan of them, truth be told.
0 voters
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Hello, Heroes!

Launching a late evening (my time!) poll here as I continue development.

I’ve done my best to heavily simplify the UI. However… Given the large amount of systems at play (Equipment, Inventory, Crafting, Gathering, Spells, Abilities, etc), there’s quite a bit of it. This also plays at hand with Combat.

Given ChoiceScript, I have to work with menus to provide adequate functionality. The below example screenshots are directly tied to this poll.

Flow #1

Flow #2

Flow #3

Flow #4

Flow #5

Flow #6

As evident by the above flow, you’ll proceed through the process of choosing your school of flame, accessing the spell you wish to use, engaging it, and selecting the target from the main menu flow, before the attack executes to proceed to the next turn.

Due to the nature of the language, this was truly the most efficient way I could program combat to be systematically functional and diverse.

So anyways, here’s the question for the poll.

Would this process turn you off from playing the game?

  • Yes. It would.
  • It wouldn’t turn me off, but would be frustrating.
  • No, it wouldn’t. I adore complexity.
0 voters

I appreciate the feedback, thanks everyone.
~Zach

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